Kate Edwards is the CEO and principal consultant of Geogrify, a consultancy which pioneered content culturalization, a Board Member of Take This, and is the former Executive Director of the International Game Developers Association (IGDA) from 2012 to 2017. In addition to being an award-winning advocate who serves in several advisory/board roles, she is a geographer, writer, and corporate strategist. Following 13 years at Microsoft, she has consulted on many game and non-game projects for BioWare, Google, Amazon, Facebook, and many other companies. Fortune magazine named her as one of the “10 most powerful women” in the game industry in 2013 and in 2014 was named by GamesIndustry.biz as one of their six People of the Year. In 2018, she was honored with Reboot Develop’s annual Hero Award and also presented with IndieCade’s annual Game Changer Award. She is also profiled in the December 2018 publication Women in Gaming: 100 Professionals of Play.
Christian Fonnesbech is CEO of Leverage, developing effective Brands and lasting IPs for games. He is a Consulting Executive at Digital Development Management – DDM. Before co-founding Leverage, Christian was Head of IP Development at Nordisk Film Games, the game investment arm of Egmont. In his earlier career, Christian was a game entrepreneur, producing and directing 35+ game projects for advertising, learning and entertainment. More than anything, he loves story & franchise development.
Nicolae Berbece is an indie game developer from VampireLand (Romania) and the designer of Move or Die, the friendship ruining party game. He founded his own company “Those Awesome Guys”, where he teams up with developers from all over the world in order to create experimental & highly polished games. His company is now an indie publishing one as well, helping out other developers with their marketing endeavors. “Monster Prom” being their first victim.
Most developers think of marketing as an entity completely separated from development, however I believe that you can have the idea of marketing in the back of your mind as you develop your game, as well as make design decisions that will lead to a better chance of your game standing out in the never-ending wave of games released constantly. From in-game GIF recording systems to horse genitalia shrinking in cold weathers acting as a great marketing tool, this talk will go through several examples of “Designing with Marketing in Mind!”.
Ed joined Thunderful in April 2018. His industry journey started at Sony QA in 1997 after flunking his political science degree. Prior to Thunderful, Ed spent 8 years at Nintendo of Europe in third party relations, helping publishers and indie developers across Europe. He also had stints at Square, Microsoft, Namco and Rovio in roles such as game evaluation, localisation, product management, business development and account management. He lives on a little island near Gothenburg.
Catharina Due Bøhler
Catharina Due Bøhler
Catharina Due Bøhler is the CEO and co-founder of “Sarepta Studio”, an award-winning indie company with the focus on creating emotionally-impactful and atmospheric games. Catharina has been working in the industry for 9 years, primarily within the fields of management and game design.
In addition to her leadership role at Sarepta Studio, she is Chairman of the board of Norway’s first game developer collective: Hamar Game Collective. Catharina is committed to raising the visibility of the Norwegian game industry.
Sharing experiences from working with BAFTA-award winning My Child Lebensborn as well as Shadow Puppeteer and the new “Project Thalassa”. Talking about how Sarepta studio works with challenging topics in games and what we have learned.
Before putting on a top hat and becoming a Robot Gentleman Agata started her career as a 2D Artist at kr3m.media in Karlsruhe, Germany, where she created many, visually diverse marketing games for various clients.
With the experiences, she gained by working out fitting art for a multitude of projects she later joined Robot Gentleman to help expand the universe of 60 Seconds! and work on the sequel 60 Parsecs!.
If we want to adapt to a pre-existing art style, we need do determine and understand its rules first. This is not only useful for replicating it but also for developing it further. It can also help us in learning how to stay consistent with our own art style.
After a brief introduction to art styles in games and the relevance they have I will share my experiences working as a 2D Artist on 60 Parsecs! and adapting to the already established style of 60 Seconds!. I will give some insight into the creation of the world and characters of 60 Parsecs!, compare characters from both games, share my work process and some tips on how to learn a different art style and develop it further.
Max has worked as a Concept Artist in the games industry for 11 years, as a freelancer and in different studio sizes before he started working as an Art Director at the German Indie Studio Threaks. His focus is on creating coherent worlds and visions that focus on art as a support for the core focus of each project.
A talk about the challenge between your own artistic integrity and the needs of a production – How to better get what you want and how this makes a better project overall