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! […]

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 […]

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 […]

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 […]

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.

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, […]

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 […]

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 […]

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 […]