“Innovation, talent and fiscal smarts: québec’s recipe for success” – Powered by Investissement Québec

Tuesday, November 13th

À Expo session - Room 1 Categories: Business & Marketing , Expo session By: Christian Norton, Altagram Canada Liliane Pin, Investissement Québec Mélissa Prophète, Investissement Québec Philippe Valentine, Montréal International

Presented by Investissement Québec and Montréal International LOOKING FOR THE IDEAL PLACE TO GROW? Get the perfect ingredients for your studio expansion project in Québec: innovation, ecosystem, poutine, talent and fiscal smarts The Québec video game industry has an enviable international reputation for its creativity, expertise and award-winning productions. And in the last eighteen years, […]

5 Things I Refused to Learn in 35 Years of Game Audio

Monday, November 12th

À Room 511F Categories: Audio By: George Sanger, The Fat Man

Description: Rules apply to game audio in much the same way as a string applies to a kite. To make wise business decisions, you need to know things: product category, benefits, competition, chief differentiating factors. And -solve a major, common problem in a growing market -have an extensible brand -protect yourself against competition. Let’s look […]

5 years later: The long, messy road to a better, more inclusive & aware industry

Tuesday, November 13th

À Room 511A Categories: Advocacy & Industry By: Shawn Allen, Nuchallenger

Description: 5 years ago Shawn started his analysis of the games industry in a 40 page paper that explored how certain art forms and people tended to go underrepresented in games. This talk will be a post mortem of sorts of Shawn’s experiences as he has continued to research, analyze, share knowledge and promote diversifying […]

Adapting The Procedural Generation Systems in We Happy Few

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Lionel Barret de Nazaris, Compulsion Games

Description: We Happy Few has changed a lot during its 4 year development. Starting from a small 3D rogue-like with little or no story, it grew tremendously as a title thanks to the added story elements and gameplay mechanics. The world is We Happy Few was originally fully procedural. But as the scope of the […]

Adding Love to an API (or Exposing C++ to Unity Game Developers)

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Shawn Laptiste, Audiokinetic

Description: Tools developers have the power to ease game development. Game developers with the right tools can make wonderful things. In this talk, Shawn Laptiste will show methods to expose C/C++ libraries to game developers so that the functionality and ease-of-use resembles that of their preferred engine. Targeted public: The intended audience for this talk […]

Adventures in Video Game Writing

Tuesday, November 13th

À Room 510D Categories: Game Design By: Ann Lemay, WB Games Montreal Elize Morgan, Ubisoft Jill Murray, Discoglobe Interactive Kim Belair, Ubisoft Lisa Hunter, Compulsion Games

Description: When should you be willing to sacrifice narrative for “cool stuff” that players can do? What are the best (and worst) ways for writers to collaborate with other members of a game team? What are the challenges and strategies for writing a game based on existing IP? A panel of writers from both indie […]

Armored Warfare: Lessons in UX/UI Design Process

Monday, November 12th

À Room 510D Categories: Game Design By: Kylan Coats, Freelance

Description: Obsidian is known for making premium, single player, RPG titles. So how did it tackle a free-to-play tactical online shooter like Armored Warfare? This session will discuss the UX/UI design of Obsidian’s first foray into the free-to-play space, as well as go over the design process lessons carried forward to its next unannounced title. […]

Artists where do we go now?

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: David Lesperance, NVIDIA

Description: The industry is constantly changing. New engines, new code, new art, new tools, new artists, faster deadlines ai and deep learning. But for artists, between the amazing works seen everywhere on the web, massive production studios and outsourcing companies is making good art enough? Looking at game productions, studio closure, indie development I want […]

Better Creative Leadership

Monday, November 12th

À Room 511D Categories: Production & Management By: Tanya Short, Kitfox Games

Description: Creative direction is even harder as an indie. You’re a small team, pushing the frontier of games, on a smaller budget. How do you keep your team not only on-target but motivated? How do you evaluate your own effectiveness as a creative director? Everyone has their own style and strengths — let’s find yours! […]

Beyond Beer Fridays: Building Inclusive Games Culture Within Our Industry

Monday, November 12th

À Room 511A Categories: Advocacy & Industry By: Rebecca Cohen-Palacios, Pixelles

Description: for much of the games industry, drinking goes hand-in-hand with networking and socializing. Beer Fridays are a perk we often see advertised to new candidates. Open bars are how we interact with our colleagues at conferences. As we’re seeing on social media, there is a demand for an industry that needs to evolve socially. […]

Beyond Screens: Bringing Games to the Real World

Tuesday, November 13th

À Room 510D Categories: Game Design By: Aleissia Laidacker, Magic Leap

Description: Immersive Experience Design is a field that game developers are starting to flock to. Bringing games and interaction to physical spaces. Now, with Mixed Reality technologies, game developers can start bringing everything they know about game development, to bring the Digital World to the Physical World. In this talk, developers will learn more about […]

Building a Creative Future With Artificial Intelligence

Monday, November 12th

À Room 510B Categories: Visual Arts By: Andrew Maximov, Promethean AI

Description: the session will break down into 3 categories all full of examples of potential applications of AI in production: AI in Content Creation AI at Runtime AI as a Creative Partner The first 2 are for the most part just the examples and ideas on where new technology will take us. The thired one […]

Challenges of building a game engine for the modern web

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Chris Shankland, Big Viking Games

Description: common implementations of game engine and editor features take full advantage of specific platform knowledge. One of the core principles of modern web standards is to hide the underlying platform from an application for security, privacy, and interoperability reasons. In this session we will discuss some of the techniques that we used to overcome […]

Co-Success: Leveraging Each Other for the Win

Monday, November 12th

À Room 511B Categories: Business & Marketing By: Henry Faber, Gamma Space Liv Lunde, GamePlay Space Pat King, Another Castle

Description: Liv Lunde of GamePlay Space, Henry Faber of Gamma Space and Pat King of Another Castle, are each respectfully running their own coworking space dedicated to indie game development. In this session, each presenter will showcase real-life examples/case-studies of how devs have benefited in various professional ways (funding, testing, shared resources…etc) from being active […]

Creating Culture: Peeking Behind the Curtain on Four Different Studios’ Guiding Philosophies

Tuesday, November 13th

À Room 511A Categories: Advocacy & Industry By: Anne Gibeault, Epsilon Games Jean-Sylvain Sormany, Snowed In Studios Inc. Mike Baker, Karman Interactive Philippe Morin, Red Barrels Taraneh Dohmer, Steel Crate Games

Description: each game development studio sets their culture, which sets the basis of how they will operate and work with their primary asset: the developers. For this panel, we gather the most respected studios of the Ottawa region discussing how culture and philosophy contributes to build strong and productive teams. We will look also at […]

Current and future state of Unreal Engine and Epic Games – Powered by Epic Games

Tuesday, November 13th

À Room 510AC Categories: Business & Marketing , Expo session By: Jason Della Rocca, Execution Labs Tim Sweeney, Epic Games

Description: Tim will share thoughts of where the industry is going, talk about the future of Epic Games and the Unreal Engine, and elaborate on Epic’s mission to improve how people play, work, and interact with the world. Format: 1h fireside chat between Tim Sweeney and Jason Dellarocca Targeted public: Anyone interested in hearing Tim’s […]

Cutting the Vertical Slice

Monday, November 12th

À Room 511D Categories: Production & Management By: Dave Proctor, Mighty Yell Studios

Description: vertical slices require preparation, agility, and team size not usually possessed by the average indie team. The ideal vertical slice is representative of all of a game’s content, but this requires a ton of pre-design and iteration that represents a rapidly increasing risk factor in a game’s development. Concentrating on a slice that solves […]

Danger Zones: Spotting the Red Flags of Project Management

Monday, November 12th

À Room 511D Categories: Production & Management By: Felix Kramer, Polytron

Description: Making a game is complicated! Doing it without a producer or project manager makes it tougher. Teams wrestle both with the details and the big picture at all times, and need to make sure all the pieces are fitting together. A producer can help clear that space, hold the bird’s eye view of the […]

Delicacy in Visual Narrative – The Vitality of Visual Storytelling in Games

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Natasha Trygg, Snowfall

Description: This talk will present the tools from traditional visual storytelling and art production (art theory and practice, semiotics etc.) and their implementation in games – most of the AAA games use these principles especially in open world designs. Same principles are seen in successful indie titles such as “Journey” and “Thomas was Alone”, along […]

Delivering Spatial Audio with Unity – powered by Dolby

Tuesday, November 13th

À Expo Session - Room 1 Categories: Audio , Expo session By: Andy Vaughan, Dolby Chet Lucas, Ironarm Games Gage Lucas, Ironarm Games

Description: Spatial audio can make your sound design more lifelike by rendering game objects precisely where you place them in the game environment — including overhead and underfoot. Join Dolby and IRONARM Games for a session about creation and technology and learn what it takes to create Dolby Atmos content using the Microsoft Spatial Audio […]

Designing the sound of reality in Shadow of the Tomb Raider

Tuesday, November 13th

À Room 511F Categories: Audio By: Anne-Sophie Mongeau, Eidos Montreal

Description: The idea of realism in games can be very subjective. Even in a game world which sources its stylistic references from the real world, sound designers must sometimes bend the rules of authenticity in order to present an environment which feels realistic. Because in games, ‘realism’ bears more the meaning of being ‘believable’ and […]

Designing XR Experiences with Natural Language Understanding

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Nick Landry, Microsoft

Description: designing complex interactions for XR headsets (MR/VR/AR) experiences can be challenging due to the limited input schemes. Keyword-based voice commands are helpful but can also be immersion-breaking and pose user adoption problems. Advances in Machine Learning allow developers to easily leverage Natural Language Understanding through reusable techniques. The XR+AI combination is a powerful integration […]

Driving Sustainable Mobile Growth: A Playtika World Series of Poker Case Study

Monday, November 12th

À Room 511B Categories: Business & Marketing By: Jeet Niyogi, Playtika

Description: Reaching the Top 30 grossing mobile game is not easy but maintaining it, which often remains highly underestimated, is much harder given the ultra-crowded successful app landscape today. Join Jeet Niyogi to find out some of the key components, especially from the marketing and user acquisition side of things, that he experimented with and […]

East vs. West: The Differences in F2P Mobile Game Design and How You Can Benefit

Monday, November 12th

À Room 511B Categories: Business & Marketing By: Jesse Divnich, GameRefinery

Description: Predicting how the F2P mobile market will evolve in the West is a constant exercise. However, the Eastern F2P markets have always been years ahead of the West. Could a lot of our pain points on evolutionary game design be solved by simply analyzing the Eastern markets? We know so. By analyzing and dissecting […]

Essential Facts of the Canadian Gamer 2018 – Powered by Entertainment Software Association of Canada

Tuesday, November 13th

À Expo session - Room 1 Categories: Advocacy & Industry , Expo session By: Jayson Hilchie, Entertainment Software Association of Canada

Description: Jayson Hilchie, President and CEO of the Entertainment Software Association of Canada, will present the latest research on the Canadian gamer, including gaming habits and demographic data. Targeted public: This presentation is intended for the public at large. Any industry player should be interested in insights on the Canadian gamer. Takeaways: Some key results […]

Ethical Video Game Monetization

Monday, November 12th

À Room 511A Categories: Advocacy & Industry By: Crystin Cox, ArenaNet, LLC

Description: game creators have more control, and more options, than ever when it comes to asking players for money. With the freedom to design custom monetization strategies for every different game comes the responsibility of making sure those designs constitute ethical business practices. This talk explores what ethical monetization means, how it impacts game design, […]

Extreme Customer Feedback: How Riot took millions of players’ input to rebuild their game

Monday, November 12th

À Room 511D Categories: Production & Management By: Guillaume Turmel, Riot Games

Description: what if it was possible to incorporate the feedback of millions of customers and make a product that satisfies almost everyone? That is the bet we made while working on “Runes Reforged,” a major re-write of some of the most basic rules of our game, League of Legends. What did we learn, how was […]

Failures and Triumphs: The Never Ending Quest for Success

Monday, November 12th

À Room 510AC Categories: Keynote By: Aleissia Laidacker, Magic Leap Anastasiya Bila, Monkeyism Lisa Hunter, Compulsion Games Patrice Desilets, Panache Digital Games Thomas Puha, Remedy Entertainment

As the game industry continues to grow and evolve, there is no single winning formula. The more we reflect on our failures and analyze our triumphs, the more we can learn and push each other forward to evolve the industry and art form we all love so much. This panel of eclectic creators will share […]

Flinthook: Creating variety by designing 400+ rooms by hand

Monday, November 12th

À Room 510D Categories: Game Design By: Marion Esquian, Tribute Games

Description: Flinthook is a fast action-platformer with “roguelike” elements made by Tribute Games. The levels in this game are procedurally generated by assembling handcrafted rooms. Marion is going to speak about all the thinking and process behind the level design of Flinthook. How they created more than 400 rooms for the game. What are the […]

Futureproofing for Success – Powered by Ludia

Monday, November 12th

À Expo session - Room 1 Categories: Business & Marketing , Expo session By: Rose Agozzino, Ludia

Description: Success in the free-to-play arena is never guaranteed. Learn how Ludia’s 2015 hit, Jurassic World™: The Game continues it’s rolling success through ongoing optimizations and industry best practices. Targeted public: Game designers, production Takeaways: Understanding the importance of optimizations and live operations in the lifecycle of mobile games.

Game Cinematics and Trailer Sound Design & Mixing

Tuesday, November 13th

À Room 511F Categories: Audio By: Francois Lafleur

Description: In this session we’ll deep dive into Sound Designing and Mixing for Trailers and Cinematics. We’ll touch on frequency divisions, time divisions, music interactions, story, creative sound designing, dialog mixing and more. The importance of Dev/Marketing/Outsource communication pipelines will be explained as well. Some examples outside of the game realm might be used as […]

Game Design with Live Game Operations – Powered by PlayFab

Monday, November 12th

Categories: Expo session , Game Design By: Mark Val, PlayFab

Description: For the increasing number of games that are always online, managing live operations is increasingly essential. At PlayFab we meet thousands of Live Game Ops Developers and ask key questions about how to keep players excited, what are the key metrics, how to operate teams on global games, what are their strategies for live […]

Game Dev Unions: Next Steps

Tuesday, November 13th

À Room 511A Categories: Advocacy & Industry By: Anna Scollan, Actra Dietrich Squinkifer, Game Workers Unite Katharine Neil, STJV Myriame Lachapelle, Sauropod Studio

Description: Unions come up again and again in game industry news and discussions as a possible solution to problems for workers, but none have yet seemed to take hold in North America. What benefits do unions offer? What are the next steps in taking action, in Montreal or elsewhere? What obstacles lie in our path? […]

Gameplay Gurus: Characters, Combat, and Leadership

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Ashley Fairweather, LuckyHammers Julia Perdigueiro, Nvizzio Creations Réjean Charpentier, Red Barrels Sarah Beck, EA Motive Vincent Hippoman, Double Stallion Games

Description: This panel will give insights into the craft of gameplay programming. Drawing on a combined 25 years of programming experience in games, discussion will include representatives from multiple studios discussing their successes and challenges. Panelists will give insights into workflows, feature implementation and trends in the games industry, as well as share tips on […]

Having more Control: Remedy’s next game

Monday, November 12th

À Room 510D Categories: Game Design By: Thomas Puha, Remedy Entertainment

Description: In the previous years MIGS conferences, Remedy Entertainment has talked about how it has transformed from a single project studio to a multi-project, multiplatform organization and gone through an IPO to partly fund its new strategy. In 2018, we can finally talk about the first game borne under the new strategy, the multiplatform project […]

Help me out!: Designing for Team Awareness and Collaboration

Tuesday, November 13th

À Room 510D Categories: Game Design By: Jason Wuertz, University of New Brunswick

Description: in team-based activities such as sports, teammates develop situation awareness about each other’s location, status, and actions through cues such as gaze direction and ambient noise. To support situation awareness, multiplayer games provide awareness cues—information that games automatically make available to players to support cooperative gameplay. The design of awareness cues can be extremely […]

How Games Get Signed: Unpacking the Publisher Evaluation

Tuesday, November 13th

À Room 511B Categories: Business & Marketing By: John Cooney, Kongregate

Description: with thousands of game pitches being made every year, its important to consider the process and decision-making behind publishers and what bests position a game for a publishing offer. From the first email to the pitch deck to the publishing ask, every step of a publishing conversation is important to craft and consider. With […]

How Machine Learning Can Help Improve Your Game Design

Tuesday, November 13th

À Room 510D Categories: Game Design By: Tiago Tex Pine, Bethesda Game Studios

Description: a look into modern AI algorithms and tech, from Regression to Deep Learning, and how they can be applied to help Game Designers balance their games, updated content and design new features around what the audience is craving for. Targeted public: game designers, , data analysts, data scientists, producers, product managers, product owners, system […]

How to turn a game into a business – Powered by IronSource

Tuesday, November 13th

À Expo Session - Room 1 Categories: Business & Marketing , Expo session By: Meredith Bentzur, IronSource

Targeted public: Game developers looking to monetize their app. Takeaways: With the right metrics, tools, and people in place — any game can be turned into a profitable business.

HowStuffWorks: A Deeper Look Into communication and production Methods at 3 Studios

Monday, November 12th

À Room 511D Categories: Production & Management By: Geoff Elenor, Warner Bros Guiz de Pessemier, Outerminds Richard Atlas, Clever Endeavour Games Samantha Cook, Artifact 5

Description: three indie studios of varying sizes and experience will compare their internal methodologies for communication and their production pipelines from a management perspective. The talk, mediated by Richard Atlas from Clever Endeavour Games, will center around specific questions that look deeply into day-to-day communication, documentation, management, meetings, and more. Targeted public: this new ideas […]

Influencing the Influencers: An Inside Look at the Life and Business of Streamers

Tuesday, November 13th

À Room 511B Categories: Business & Marketing By: Anastasiya Bila, Monkeyism Guiz de Pessemier, Outerminds Jason Della Rocca, Execution Labs Nabil Lahrech, "Aiekillu"

Description: More so than any recent business trend, the impact of streamers and influencers on the discoverability and ultimate success of our games is monumental. This candid discussion with streamers will give an invaluable look at how the universe of streamers and influencers works. How they run their shows and develop their own fan bases. […]

Injecting Motion: Procedural Animation in Unreal Engine

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Harry Boltz, Epic Games

Description: Pouches, Backpacks, Hair & Chains. This session will break down the Unreal Engine’s various blueprints, nodes, and tools used by Epic Games to create dynamic procedural movement. Targeted public: Intended for Game Developers with interest in the Unreal Engine, Animation Systems, and Technical Animation. This talk will offer an insight on how procedural animation […]

Interacting with Sound: Creating Accessible, Engaging Gameplay

Monday, November 12th

À Room 511F Categories: Audio By: Adriane Kuzminski, Team Audio / Smash Clay Audio

Description: There is no doubt that sound is crucial for creating an immersive and emotional experience, but when it comes to learning how to play a game – through instructions, menus, user interfaces, player orientation, etc. – most gameplay information is completely visually driven. Is this divide necessary? In this talk, you’ll learn about the […]

Interactive Livestreaming and the Future of Esports – powered by Genvid

Monday, November 12th

À Expo session - Room 1 Categories: Business & Marketing , Expo session By: Jacob Navok, Genvid Technologies Inc.

Description: What kind of interactive streams are possible for future games, and how will this change our notion of esports? New forms of engagement, monetization and experiences become possible, leading to entirely new games and potential audiences. Genvid Technologies’ latest game integrations will be shown alongside a vision for the future. Targeted public: Game developers, […]

Mastering the Creative Process

Tuesday, November 13th

À Room 511F Categories: Audio By: Tom Salta, Persist Music

Description: the creative process; elusive and intangible. Even for the most seasoned professional, the creative process is something we, as human beings, can’t control, but only participate in. Creative Pros need to harness this creative process in a predictable way so that they can deliver their work on time. Veteran Game Composer, Tom Salta, will […]

Methods for Achieving Consistent Success

Tuesday, November 13th

À Room 511B Categories: Business & Marketing By: Ryan Clark, Brace Yourself Games

Description: Creator of the hit game “Crypt of the NecroDancer”, Ryan Clark has consistently made profitable and award winning independent games since 2004. He has a set of tools that he uses to achieve this level of consistency, and he’ll be sharing those tools in this wide-ranging talk! Targeted public: This session is targeted at […]

MIGS Brain Dump 2018: Easy to Learn, Hard to Master

Tuesday, November 13th

À Room 510AC Categories: Keynote By: Alex Epstein, Compulsion Games Chris Bourassa, Red Hook Studios Forrest Dowling, The Molasses Flood George Sanger, The Fat Man Kate Gray, Ko_op Mode Richard Rouse III, Paranoid Productions Thierry Boulanger, Sabotage Victoria Tran, Kitfox Games Yifat Shaik

MIGS Brain Dump is back for 2018 – join us for this closing session where eight dynamic speakers each get five minutes to talk on this subject’s theme, “Easy to Learn, Hard to Master.” This year’s subject pulls from a popular piece of game design wisdom, but one that also applies to many other aspects […]

Mock Reviews 101: What, Why, Where, and What You Can Expect

Tuesday, November 13th

À Room 511B Categories: Business & Marketing By: Scott Jones, ACME Consulting

Description: The session is a detailed discussion of the mock review process, consisting of how it works, what developers can expect, how I build a report, how the Metascore is derived, sales forecast elements, review score elements, etcetera. The lecture will also include a deconstruction of the mock review process, including: What developers should ask […]

Modern Player Community Strategies

Monday, November 12th

À Room 511B Categories: Business & Marketing By: Adrian Speyer, Vanilla Forums Justin Kruger, Ubisoft Montreal Katie Fleming Nick van Vugt, Uken Games

Description: A panel discussion with community managers about how they use community and the various techniques they use to engage and increase LTV of players. Targeted public: People wanting to understand how forums can be part of the mix in increasing player engagement and game play Takeaways: How current studios use forums to engage players […]

Music for Games: Under the Hood

Monday, November 12th

À Room 511F Categories: Audio By: Matthew Carl Earl, Hexany Audio Michel April Mike Raznick Richard Ludlow, Hexany Audio Samuel Laflamme

Description: this panel features a collective brain trust of composers with the credits spanning franchises like Ratchet & Clank, Outlast 2, Might & Magic, Arena of Valor, Trolls, Dead by Daylight, Oddworld, Blade Runner: Revelations, King’s Quest, Assassin’s Creed, and many many more. We’ll go behind the scenes and dissect a pice of work from […]

Paint It Black: The Art and Design of Darkest Dungeon

Monday, November 12th

À Room 510B Categories: Visual Arts By: Chris Bourassa, Red Hook Studios

Description: Darkest Dungeon’s art style, broken heroes, and morbid monsters were no accident! Careful deliberation and a rigorous commitment to expressing a singular creative direction underscore the game’s art and design at every turn. From Lepers to Plague Doctors, Creative Director and Artist Chris Bourassa illuminates the influences, narrative goals, and production considerations that formed […]

Playing on both sides: the key to success for many independent Quebec studios – Powered by Investissement Québec

Monday, November 12th

À Expo session - Room 1 Categories: Business & Marketing , Expo session By: David Fugère-Lamarre, iLLOGIKA Julian Maroda, Norsfell Pascal Nataf, Affordance Studio

English version available soon. Pourquoi choisir entre services et produits quand on peut faire les deux? C’est l’approche qu’a choisie le président fondateur d’iLLOGIKA, David Fugère-Lamarre, pour assurer le succès de son entreprise. Le studio travaille aussi bien sur ses propres créations qu’à forfait pour des tiers. Un modèle d’affaires qui lui a bien réussi, […]

Prototyping Evolution: From Arcade to AAA

Tuesday, November 13th

À Room 511D Categories: Production & Management By: Mikael Haveri, Housemarque Ltd.

Description: a look at past presentations from the Housemarque catalog and how being typecast to arcade games made it hard to pitch other genres. Targeted public: anyone involved in prototyping and partner relations. Takeaways: changing direction under duress and how the company grew to be bigger than ever.

Quaternions Are Friends, Not Food: Pro-Tips for Understanding and Usage

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Dan Buckstein, Champlain College

Description: since Hamilton’s discovery in 1843, the mechanics of quaternions for 3D rotations have been a mystery to almost everyone. In the past couple of decades, with the emergence of modern game technology, developers have begun to value them more and more. Now they appear in every commercial and proprietary game engine, in some form […]

Quest Systems: Strong Narratives in a Systemic Open-World

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Charles Bélanger Pâquet, Ubisoft Quebec

Description: We take a deep dive into the quest system that was created for Assassin’s Creed Odyssey, and look at the technical challenges associated with creating a system to handle well over 300 quests in a systemic open-world. This session aspires to give insight on the toolset that was put into place, the challenge of […]

Reaching a Wider Audience: The Data Behind Going Cross-Platform

Tuesday, November 13th

À Room 511B Categories: Business & Marketing By: Tammy Levy, Kongregate

Description: With hundreds of games being released every day, today’s gaming market is extremely competitive. How can you find additional success? From mobile and web to Steam and consoles; in the last year Kongregate has been able to reach a wider audience by thinking cross-platform for both Paid and F2P games. Through several case studies […]

Research, Iterate and Validate

Tuesday, November 13th

À Room 511D Categories: Production & Management By: Leonardo Luz, Square Enix

Description: An efficient UX design process can reduce the cost of a project. The objective of the presentation is to learn how a UX designer comes into play with the rest of the team, clients, and production. Learn what UX techniques are used to save time and increase production quality. Targeted public: producers, project managers, […]

Rise of the adult gaming market – powered by Nutaku

Monday, November 12th

À Expo session - Room 1 Categories: Business & Marketing , Expo session By: Jean-Francois Tremblay, Nutaku

Description: Developers are struggling to generate revenues on traditional distribution channels. Emerging over the last few years is an untapped Adult gaming market. Targeted public:Indie as well as experienced game developers looking for new revenue opportunities for their current or upcoming titles. Takeaways: Market knowledge, distribution and funding opportunities, an alternative to traditional mainstream distribution […]

Scheduling in Public: The Story of the Star Citizen Roadmap

Tuesday, November 13th

À Room 511D Categories: Production & Management By: Benoit Beauséjour, Turbulent Dennis Crow, Cloud Imperium Games

Description: in January of 2018, the Star Citizen Team did the unthinkable: We took our internal schedule and published it on our website. For the first time, players received unprecedented access to our development status: a 12-month overview of the project with the ability to zoom in and see the tasks remaining on any feature […]

Shadow of the Tomb Raider: Creating an Emotional Journey through Gameplay Animations

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Wilson Mui, Eidos Montreal

Description:  Crumbling ledges, near death experiences, and strong relationships. Feelings of power, helplessness, and physical connection are all things that gameplay animation can help bring to life. This is a presentation on the creative direction for Shadow of the Tomb Raider from the perspective of gameplay animation. The animation team needed to be highly adaptable and […]

So you wrote a safer space policy… now what?

Monday, November 12th

À Room 511A Categories: Advocacy & Industry By: EMi Spicer, Feminist Frequency Jessica Moore, Freelance

Description: now more than ever the game industry is aware of the need for safe and effective policies for managing conduct issues within studios and community events. This workshop will guide participants through the process of obtaining and enforcing a code of conduct for their organization. No one ever wants to have to confront harassment […]

Sound Design For Little Nightmares

Tuesday, November 13th

À Room 511F Categories: Audio By: Christian Vasselbring, Tarsier Studios

Description: This talk aims to explain some of the design philosophies behind the audio for the game Little Nightmares and will touch on several topics related to the games soundscape and showcase some of the techniques used when implementing sounds using unreal engines audio features. Targeted public: Anyone interested in sound design for interactive mediums. […]

Sound Files: Going from new recordings to vast number of ready to use assets

Monday, November 12th

À Room 511F Categories: Audio By: Watson Wu, Watson Wu Studios

Description: As games become more complex to develop, we require a lot more high quality sounds and variations of these sounds. This session is to show how we can plan, record, edit, and have more than enough asset variations for your titles. Examples of vehicle and weapon recordings will be played out loud to show […]

Speech Synthesis for the Gaming Industry

Tuesday, November 13th

À Room 511F Categories: Audio By: Marc-André Carbonneau, Ubisoft Montreal

Description: The presentation covers recent advancements at La Forge, Ubisoft’s research lab, regarding speech synthesis. We will present the history of speech synthesis technology leading to the latest neural-based models. We will talk about our experience with the implementation and deployment of neural-based solutions. We will analyze requirements and quality through examples generated using our […]

Subjective Simulation Design: Ludonarrative Congruence in the Shrouded Isle

Monday, November 12th

À Room 510D Categories: Game Design By: Jongwoo Kim, Kitfox Games

Description: Most management games depict an objective, materialist reality, focusing on the generation and expenditure of physical resources. The Shrouded Isle, in contrast, simulates the subjective, psychological reality of a cult’s leadership by having the gameplay focus on balancing conflicting religious and political motives. By exploring an alternative to standard reward cycles, system designers can […]

Swinging in the Rain: Marvel’s Spider-Man

Monday, November 12th

À Room 510B Categories: Visual Arts By: Chris Perrella, Insomniac Games

Description: in this session Chris Perrella, Senior Graphics Technical Artist at Insomniac Games, will focus on render techniques used to bring rain to Marvel’s Spider-Man’s New York City. He will discuss the artistic and technical aspects of the methods used and the challenges faced in creating procedural wet surfaces, droplets and dynamic splashing. Targeted public: […]

Telemetry Pipeline Execution: Instrumentation and Analytics for Better Games

Monday, November 12th

À Room 511E Categories: Programming & Technology By: Matthew White, Keywords Studios

Description: telemetry, analytics, and data science are big, expensive, time consuming tasks in the games industry. Given that independent game developers often find themselves torn between whether to include a new shader in favor of putting together a desk or paying the rent, they often find themselves excluded from indie games. Unfortunately, this means that […]

Texturing the World of Assassin’s Creed Odyssey

Tuesday, November 13th

À Room 510B Categories: Visual Arts By: Pierre Fleau, Ubisoft Québec Vincent Dérozier, Ubisoft Québec

Description: Learn how the Textures of Assassin’s Creed Odyssey world have been created. In this presentation you will learn how the Ubisoft Québec team bring the ancient Greece to life. We will take you through the specificity of the complete redesign of the texture pipeline for our world textures. You will see through specific Architectural, […]

The Importance of Futureproofing

Tuesday, November 13th

À Room 511D Categories: Production & Management By: Edgar Parente, Rogue Factor

Description: video game development is fraught with unknowns, ‘what ifs,’ and high cost risks. A solid development process and well researched pre-production stage can mitigate a lot of potential pitfalls that would only show themselves later on in the project. This talk will go over a variety of best practices and case studies – from […]

The Mindful Dev: How to survive and thrive in games

Tuesday, November 13th

À Room 511A Categories: Advocacy & Industry By: Elaine Gusella, GamePlay Space Jennifer Scheurle, Opaque Space Myriame Lachapelle, Sauropod Studio Thierry Boulanger, Sabotage

Description: Four speakers deliver four personal and brutally honest talks. How do you take care of yourself in the non-stop world of video game  development? Have you ever struggled with yourself as a creator, feeling like your work is worthless and nobody will ever like or play it? How do you avoid mental and emotional fatigue; and how on earth will […]

The Rules of Art: Creating a Brand Style Guide for Games

Monday, November 12th

À Room 510B Categories: Visual Arts By: Alexander Karpazis, Ubisoft Montreal

Description: every game has an identity. The strength of this identity relies on the visual branding of the game. Whether it’s the typography used in a million dollar advertising campaign or the colors used in an indie games logo – the branding style guide is the rule-set that defines a games voice. Alexander Karpazis is […]

The Session: the atomic unit of free-to-play success

Monday, November 12th

À Room 510D Categories: Game Design By: Nicholas Lovell, Electric Square

Description: A successful F2P game has to make players open the game, have fun, leave and COME BACK, over and over again. Traditional game design techniques overlook the importance of a fast on-ramp that eases players into the game, that delivers a rewarding experience and, crucially, nudges the players out of the game again. In […]

The tech challenges behind the building of a metaverse: the story of Dual Universe

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Jean-Christophe Baillie, Novaquark

Description: Dual Universe is a giant single-shard open world where everything is editable via a dual contouring voxel approach. We introduce here the key technological challenges behind this vision, from the continuous single-shard cluster technology to handle millions of players in the same world at the same time, to the particularities of voxels in a […]

Tips & Tricks for Dialog Success in Open World Games

Monday, November 12th

À Room 511F Categories: Audio By: Greig Newby, Ubisoft Philip Hunter, Ubisoft Steve Brown, Ubisoft Toronto Tim Atkins, Ubisoft

Description: Voice Designers from Ubisoft who’ve worked on titles such as Watch Dogs, Far Cry, Assassins Creed & The Division discuss how they go about aiming for success in dialogue in our huge dialogue rich open-world games. A panel discussion ranging from recording approaches and logistics, scoping the projects, ai bark systems, editorial and all […]

Top 5 Mobile Ad Strategies

Monday, November 12th

À Room 511B Categories: Business & Marketing By: Chris Lefebvre, Tapdaq

Description: What is a Top Ad Strategy? How are Top Grossing Studios and Indies Innovating the Balance between User Experience & Revenue in Mobile F2P? Join Chris Lefebvre, VP @ Tapdaq, CEO @ Petty Vindictive Games, and Judge @ Big Indie Pitch & Indie Prize, as he showcases the year’s best in-app ad implementations. Also, […]

Toxicity in 2018 – Don’t Be Afraid to Engage With Your Community

Tuesday, November 13th

À Room 511A Categories: Advocacy & Industry By: Deniz Davis Eric Pope, Ubisoft Montréal Justin Kruger, Ubisoft Montreal Kishonna Gray, University of Illinois at Chicago Nathaniel Wattenmaker, Riot Games

Description: this panel will take a look at best practices of how to engage communities in difficult times, and will use examples from various game genres that are engaging and creating content in meaningful ways. Targeted public: this will be targeted at any game designer, live producer, or community manager who is working on creating […]

Transforming from Peer-to-Peer to Dedicated Servers on a Live game: how For Honor fixed connectivity

Tuesday, November 13th

À Room 511E Categories: Programming & Technology By: Laurent Chouinard, Ubisoft

Description: On launch day, the For Honor team suddenly discovered that many players were having connectivity issues, something that had not been seen in any live testing phases. This gave birth to Project Onion: converting the live game to dedicated servers. In this presentation, Laurent covers 3 aspects of this project: – How come we […]

Transition to Live-Ops: True Stories from AAA

Tuesday, November 13th

À Room 511D Categories: Production & Management By: Nick Laing, Turn 10, Microsoft

Description: Going though development of a product that considers live operations part of it’s business and entertainment strategy is a massively complex endeavor… made even more difficult if you are accustomed to “traditional” AAA development. This session will cover a handful of relatable events and stories about transitioning form a big release AAA title to […]

Tutorialization: Hiding Your Gameplay Rules in Plain Sight

Tuesday, November 13th

À Room 510D Categories: Game Design By: Matthew Compher, Tarsier Studios

Description: How a developer might handle tutorialization and teaching the player the rules of a game when they are not allowed any text, UI, or spoken dialogue. Taken to this extreme, a very conscious approach to teaching needs to be taken. Pedagogical principles can be applied to level design much the same as with traditional […]

Unions in a Nutshell: History, Theory, Examples

Monday, November 12th

À Room 511A Categories: Advocacy & Industry By: Johanna Weststar, Western University

Description: There has been growing discussion about unions in the digital game industry and many have a lot of questions about what unions are, how they form and how they work. What about merit and competitive advantage? How could there be common rules when each game project is different? What about indies and low-budget titles? […]

With Great Power Comes Great Responsibility: The Character Art of Marvel’s Spider-Man

Monday, November 12th

À Room 510B Categories: Visual Arts By: Gavin Goulden, Insomniac Games

Description: in this talk I will show our process in how we advanced our team from making stylized art to highly realistic characters, the changes this brought about, the challenges we faced, and how it improved the output of our team. Touching on topics such as art direction, process / execution, rendering technology, and how […]

You, Your Community, and Your Career

Monday, November 12th

À Room 511A Categories: Advocacy & Industry By: Jarryd Huntley, Polytundra LLC / LCCC

Description: as an indie based in a flyover state Jarryd Huntley will take some time to explore what it’s like to make games in Cleveland, Ohio. His path in game development is inextricably tried traveling, and to the growth and investment in the local game development scene in Cleveland. Jarryd will also discuss how that […]