
Full program
2022 EDITION
Outstanding speakers, exceptional studios and hot topics are on the menu at the MEGAMIGS 2022
- All Events
- Networking
- Networking
- Networking
- The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark Alliance
- LUNCH BREAK
- LUNCH BREAK
- LUNCH BREAK
- Artificial Intelligence and Artistic Creation
- Does the perfect Pitch Deck exist? (Tips on how to get closer)
- Making Game Audio Accessible for Marginalised Genders
- Outsourcing, Business & Economics within the industry
- Audio for Early Access games
- 2022 Overview: Innovation & research in video games
- Pitfalls to avoid in a publishing contract
- Let's talk distribution
- Keynote
- Pennyless and Dazzling - No money, but Plenty of Ideas
- Cultivate your Community Garden
- Do or Do Not: How to master a post-pandemic PR landscape
- Under the Influence - what is the perfect content creator mix for your campaign?
- Leading the Marketing Trends in 2022
- R&D Culture in your Studio
- Serious games: The Game in Support of R&D
- USD: New production pipelines and the impact on the Metaverse
- Dev Publisher phase marketing
- The essentials for building a convincing business plan
- Jeux sérieux : le jeu en appui à la R&D
- All Events
- Networking
- Networking
- Networking
- The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark Alliance
- LUNCH BREAK
- LUNCH BREAK
- LUNCH BREAK
- Artificial Intelligence and Artistic Creation
- Does the perfect Pitch Deck exist? (Tips on how to get closer)
- Making Game Audio Accessible for Marginalised Genders
- Outsourcing, Business & Economics within the industry
- Audio for Early Access games
- 2022 Overview: Innovation & research in video games
- Pitfalls to avoid in a publishing contract
- Let's talk distribution
- Keynote
- Pennyless and Dazzling - No money, but Plenty of Ideas
- Cultivate your Community Garden
- Do or Do Not: How to master a post-pandemic PR landscape
- Under the Influence - what is the perfect content creator mix for your campaign?
- Leading the Marketing Trends in 2022
- R&D Culture in your Studio
- Serious games: The Game in Support of R&D
- USD: New production pipelines and the impact on the Metaverse
- Dev Publisher phase marketing
- The essentials for building a convincing business plan
- Jeux sérieux : le jeu en appui à la R&D
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
10:00 |
Tuesday, October 18
R&D Culture in your StudioBy:
Academia / R&D
10:00 - 11:00
DescriptionR&D is a major stake in the industry, as it redefines the production cycle in game studios. Having an R&D culture and integrating it into the development process is complex. Through this panel, we will discover the experience of several major studios in Quebec who live with this reality. |
Tuesday, October 18
The essentials for building a convincing business planBy:
Indies : Publishing & Financing
10:00 - 10:45
DescriptionThe business plan and project plan are key elements in unlocking public or private funding at the start of a project. We brought together representatives from the Canada Media Fund, Ubisoft Radar, and Indie Asylum to share their vision and experience on what they believe is a compelling business plan. The essentials for building a convincing business plan Marilou Loncol-Daigneault, Olivier Delisle, Pascal Nataf
Modératrice: Josiane Côté-Paquet 10:00 10:45 | |
10:15 | |||
10:30 | |||
10:45 | |||
11:00 |
Tuesday, October 18
Audio for Early Access gamesBy:
Audio
11:00 - 12:00
DescriptionThe challenges of making audio for Baldur’s Gate III early access |
Tuesday, October 18
Let’s talk distributionBy:
Indies : Publishing & Financing
11:00 - 11:45
DescriptionDescription coming soon… | |
11:15 |
Tuesday, October 18
Artificial Intelligence and Artistic CreationBy:
Academia / R&D
11:15 - 12:15
DescriptionThis case study presents the different ways in which Artificial Intelligence can be used to generate sources of inspiration for innovative products for the various digital creation jobs. Artificial Intelligence and Artistic Creation Alexia Jolicoeur-Martineau, Vahe Vardanyan, Eric Bellefeuille, Bianca Gabriela Lavric 11:15 12:15 | ||
11:30 | |||
11:45 | |||
12:00 |
Tuesday, October 18
LUNCH BREAKBy:
Audio
12:00 - 1:15
Description |
Tuesday, October 18
Does the perfect Pitch Deck exist? (Tips on how to get closer)By:
Indies : Publishing & Financing
12:00 - 12:45
DescriptionThe essential step in presenting a project to an editor is the Pitch Deck. That obscure document that changes depending on who you’re talking to, your creative intentions, your needs, etc. What if we detailed everything that is essential in a Pitch Deck and more? | |
12:15 |
Tuesday, October 18
LUNCH BREAKBy:
Academia / R&D
12:15 - 1:30
Description | ||
12:30 | |||
12:45 |
Tuesday, October 18
LUNCH BREAKBy:
Indies : Publishing & Financing
12:45 - 2:00
Description | ||
1:00 | |||
1:15 |
Tuesday, October 18
Making Game Audio Accessible for Marginalised GendersBy:
Audio
1:15 - 2:00
DescriptionThe video game industry strives to be accessible to everyone. There is obviously work to be done to make it more appealing to people of marginalised genders due to a variety of factors, especially in audio. Luckily it’s slowly changing. Let’s have a discussion about this reality, its myths, its gaps, by sharing real-life experiences in game audio and proposing solutions. Moderated by Maral Mohammadian Making Game Audio Accessible for Marginalised Genders Kim Derome, Beatrix Moersch, Nora Hébert 1:15 2:00 | ||
1:30 |
Tuesday, October 18
Jeux sérieux : le jeu en appui à la R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionCe panel de discussion permet aux intervenants d’échanger sur les applications du jeu vidéo dans le domaine médical et de l’art numérique. Cette session présente les différentes applications du jeu sérieux dans les traitements thérapeutiques de pathologies tels que l’autisme et l’amblyopie. Jeux sérieux : le jeu en appui à la R&D Alexandre Reynaud, Pierre-Louis Bellec, Jean-François Malouin
Co-modératrice: Barbara Decelle
Co-modératrice: Vanessa Alarie 1:30 2:30
Tuesday, October 18
Jeux sérieux : le jeu en appui à la R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionCe panel de discussion permet aux intervenants d’échanger sur les applications du jeu vidéo dans le domaine médical et de l’art numérique. Cette session présente les différentes applications du jeu sérieux dans les traitements thérapeutiques de pathologies tels que l’autisme et l’amblyopie. Jeux sérieux : le jeu en appui à la R&D Alexandre Reynaud, Pierre-Louis Bellec, Jean-François Malouin
Co-modératrice: Barbara Decelle
Co-modératrice: Vanessa Alarie 1:30 2:30
Tuesday, October 18
Serious games: The Game in Support of R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionThis panel discussion allows the speakers to exchange on the applications of video games in the medical field and digital art. This session presents the different applications of serious games in the therapeutic treatment of pathologies such as autism and amblyopia. Moderated by Barbara Decelle Serious games: The Game in Support of R&D Alexandre Reynaud, Dr. Alexandre Dumais, Pierre-Louis Bellec, Jean-François Malouin 1:30 2:30 | ||
1:45 | |||
2:00 |
Tuesday, October 18
Dev Publisher phase marketingBy:
Indies : Publishing & Financing
2:00 - 3:15
DescriptionI’ll be sharing the process that we went through to market Twelve Minutes, from starting with IndieFund and MS and ending up partnering with Annapurna Interactive. | ||
2:15 | |||
2:30 | |||
2:45 |
Tuesday, October 18
USD: New production pipelines and the impact on the MetaverseBy:
Academia / R&D
2:45 - 3:45
DescriptionThis panel presents the different forms of involvement of USD (Universal scene description) in video games but also its correlations with the Omniverse proposed by Nvidia and the tools proposed by Unreal in the creation of new digital content production pipelines. Moderated by François Devic USD: New production pipelines and the impact on the Metaverse Guillaume Laforge, Louis Marcoux, Philippe Sawicki, Sébastien Miglio 2:45 3:45 |
Tuesday, October 18
Outsourcing, Business & Economics within the industryBy:
Audio
2:45 - 3:45
DescriptionSurvivability for freelancer | |
3:00 | |||
3:15 | |||
3:30 | |||
3:45 |
Tuesday, October 18
Pitfalls to avoid in a publishing contractBy:
Indies : Publishing & Financing
3:45 - 4:30
DescriptionDescription coming soon… | ||
4:00 |
Tuesday, October 18
2022 Overview: Innovation & research in video gamesBy:
Academia / R&D
4:00 - 4:45
Description– the latest applied research in video games |
Tuesday, October 18
The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark AllianceBy:
Audio
4:00 - 4:45
DescriptionDungeons & Dragons is one of the most beloved franchises ever. However, it hasn’t yet been associated with iconic sonic and musical elements. As the first official DnD game released in almost 2 decades, Dark Alliance was the perfect testing ground for musical exploration. The most meaningful result of this exploration is the use of diegetic music throughout the game. Instead of just using background music to comment on the action, we witness the different races and monsters of the world performing songs and musical rituals. This led to some unique challenges that will be the main topic of this presentation. Key takeaways: – Using the lore and languages of the Forgotten Realms to write meaningful lyrics and music Attending this presentation will give inspiration and fresh ideas and allow the audience to better understand the process, challenges and possible solutions for creating and integrating diegetic musical elements in a game. The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark Alliance Mathieu Lavoie, FX Dupas 4:00 4:45 | |
4:15 | |||
4:30 | |||
4:45 | |||
5:00 |
Tuesday, October 18
NetworkingBy:
Academia / R&D
5:00 - 6:00
Description |
Tuesday, October 18
NetworkingBy:
Audio
5:00 - 6:00
Description |
Tuesday, October 18
NetworkingBy:
Indies : Publishing & Financing
5:00 - 6:00
Description |
5:15 | |||
5:30 | |||
5:45 |
Academia / R&D
-
10:00 - 11:00
-
11:15 - 12:15
-
12:15 - 1:30
-
1:30 - 2:30
-
1:30 - 2:30
-
1:30 - 2:30
-
2:45 - 3:45
-
4:00 - 4:45
-
5:00 - 6:00
Audio
-
11:00 - 12:00
-
12:00 - 1:15
-
1:15 - 2:00
-
2:45 - 3:45
-
4:00 - 4:45
-
5:00 - 6:00
Indies : Publishing & Financing
-
10:00 - 10:45
-
11:00 - 11:45
-
12:00 - 12:45
-
12:45 - 2:00
-
2:00 - 3:15
-
3:45 - 4:30
-
5:00 - 6:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
5:00 |
Tuesday, October 18
NetworkingBy:
Indies : Publishing & Financing
5:00 - 6:00
Description | ||
5:15 | |||
5:30 | |||
5:45 |
Indies : Publishing & Financing
-
5:00 - 6:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
5:00 |
Tuesday, October 18
NetworkingBy:
Audio
5:00 - 6:00
Description | ||
5:15 | |||
5:30 | |||
5:45 |
Audio
-
5:00 - 6:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
5:00 |
Tuesday, October 18
NetworkingBy:
Academia / R&D
5:00 - 6:00
Description | ||
5:15 | |||
5:30 | |||
5:45 |
Academia / R&D
-
5:00 - 6:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
4:00 |
Tuesday, October 18
The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark AllianceBy:
Audio
4:00 - 4:45
DescriptionDungeons & Dragons is one of the most beloved franchises ever. However, it hasn’t yet been associated with iconic sonic and musical elements. As the first official DnD game released in almost 2 decades, Dark Alliance was the perfect testing ground for musical exploration. The most meaningful result of this exploration is the use of diegetic music throughout the game. Instead of just using background music to comment on the action, we witness the different races and monsters of the world performing songs and musical rituals. This led to some unique challenges that will be the main topic of this presentation. Key takeaways: – Using the lore and languages of the Forgotten Realms to write meaningful lyrics and music Attending this presentation will give inspiration and fresh ideas and allow the audience to better understand the process, challenges and possible solutions for creating and integrating diegetic musical elements in a game. The music of the Forgotten Realms: songs and diegetic music in Dungeons & Dragons: Dark Alliance Mathieu Lavoie, FX Dupas 4:00 4:45 | ||
4:15 | |||
4:30 |
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
12:45 |
Tuesday, October 18
LUNCH BREAKBy:
Indies : Publishing & Financing
12:45 - 2:00
Description | ||
1:00 | |||
1:15 | |||
1:30 | |||
1:45 |
Indies : Publishing & Financing
-
12:45 - 2:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
12:15 |
Tuesday, October 18
LUNCH BREAKBy:
Academia / R&D
12:15 - 1:30
Description | ||
12:30 | |||
12:45 | |||
1:00 | |||
1:15 |
Academia / R&D
-
12:15 - 1:30
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
12:00 |
Tuesday, October 18
LUNCH BREAKBy:
Audio
12:00 - 1:15
Description | ||
12:15 | |||
12:30 | |||
12:45 | |||
1:00 |
Audio
-
12:00 - 1:15
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
11:15 |
Tuesday, October 18
Artificial Intelligence and Artistic CreationBy:
Academia / R&D
11:15 - 12:15
DescriptionThis case study presents the different ways in which Artificial Intelligence can be used to generate sources of inspiration for innovative products for the various digital creation jobs. Artificial Intelligence and Artistic Creation Alexia Jolicoeur-Martineau, Vahe Vardanyan, Eric Bellefeuille, Bianca Gabriela Lavric 11:15 12:15 | ||
11:30 | |||
11:45 | |||
12:00 |
Academia / R&D
-
11:15 - 12:15
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
12:00 |
Tuesday, October 18
Does the perfect Pitch Deck exist? (Tips on how to get closer)By:
Indies : Publishing & Financing
12:00 - 12:45
DescriptionThe essential step in presenting a project to an editor is the Pitch Deck. That obscure document that changes depending on who you’re talking to, your creative intentions, your needs, etc. What if we detailed everything that is essential in a Pitch Deck and more? | ||
12:15 | |||
12:30 |
Indies : Publishing & Financing
-
12:00 - 12:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
1:15 |
Tuesday, October 18
Making Game Audio Accessible for Marginalised GendersBy:
Audio
1:15 - 2:00
DescriptionThe video game industry strives to be accessible to everyone. There is obviously work to be done to make it more appealing to people of marginalised genders due to a variety of factors, especially in audio. Luckily it’s slowly changing. Let’s have a discussion about this reality, its myths, its gaps, by sharing real-life experiences in game audio and proposing solutions. Moderated by Maral Mohammadian Making Game Audio Accessible for Marginalised Genders Kim Derome, Beatrix Moersch, Nora Hébert 1:15 2:00 | ||
1:30 | |||
1:45 |
Audio
-
1:15 - 2:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
2:45 |
Tuesday, October 18
Outsourcing, Business & Economics within the industryBy:
Audio
2:45 - 3:45
DescriptionSurvivability for freelancer | ||
3:00 | |||
3:15 | |||
3:30 |
Audio
-
2:45 - 3:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
11:00 |
Tuesday, October 18
Audio for Early Access gamesBy:
Audio
11:00 - 12:00
DescriptionThe challenges of making audio for Baldur’s Gate III early access | ||
11:15 | |||
11:30 | |||
11:45 |
Audio
-
11:00 - 12:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
4:00 |
Tuesday, October 18
2022 Overview: Innovation & research in video gamesBy:
Academia / R&D
4:00 - 4:45
Description– the latest applied research in video games | ||
4:15 | |||
4:30 |
Academia / R&D
-
4:00 - 4:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
3:45 |
Tuesday, October 18
Pitfalls to avoid in a publishing contractBy:
Indies : Publishing & Financing
3:45 - 4:30
DescriptionDescription coming soon… | ||
4:00 | |||
4:15 |
Indies : Publishing & Financing
-
3:45 - 4:30
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
11:00 |
Tuesday, October 18
Let’s talk distributionBy:
Indies : Publishing & Financing
11:00 - 11:45
DescriptionDescription coming soon… | ||
11:15 | |||
11:30 |
Indies : Publishing & Financing
-
11:00 - 11:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
10:00 |
Tuesday, October 18
R&D Culture in your StudioBy:
Academia / R&D
10:00 - 11:00
DescriptionR&D is a major stake in the industry, as it redefines the production cycle in game studios. Having an R&D culture and integrating it into the development process is complex. Through this panel, we will discover the experience of several major studios in Quebec who live with this reality. | ||
10:15 | |||
10:30 | |||
10:45 |
Academia / R&D
-
10:00 - 11:00
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
1:30 |
Tuesday, October 18
Serious games: The Game in Support of R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionThis panel discussion allows the speakers to exchange on the applications of video games in the medical field and digital art. This session presents the different applications of serious games in the therapeutic treatment of pathologies such as autism and amblyopia. Moderated by Barbara Decelle Serious games: The Game in Support of R&D Alexandre Reynaud, Dr. Alexandre Dumais, Pierre-Louis Bellec, Jean-François Malouin 1:30 2:30 | ||
1:45 | |||
2:00 | |||
2:15 |
Academia / R&D
-
1:30 - 2:30
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
2:45 |
Tuesday, October 18
USD: New production pipelines and the impact on the MetaverseBy:
Academia / R&D
2:45 - 3:45
DescriptionThis panel presents the different forms of involvement of USD (Universal scene description) in video games but also its correlations with the Omniverse proposed by Nvidia and the tools proposed by Unreal in the creation of new digital content production pipelines. Moderated by François Devic USD: New production pipelines and the impact on the Metaverse Guillaume Laforge, Louis Marcoux, Philippe Sawicki, Sébastien Miglio 2:45 3:45 | ||
3:00 | |||
3:15 | |||
3:30 |
Academia / R&D
-
2:45 - 3:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
2:00 |
Tuesday, October 18
Dev Publisher phase marketingBy:
Indies : Publishing & Financing
2:00 - 3:15
DescriptionI’ll be sharing the process that we went through to market Twelve Minutes, from starting with IndieFund and MS and ending up partnering with Annapurna Interactive. | ||
2:15 | |||
2:30 | |||
2:45 | |||
3:00 |
Indies : Publishing & Financing
-
2:00 - 3:15
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
10:00 |
Tuesday, October 18
The essentials for building a convincing business planBy:
Indies : Publishing & Financing
10:00 - 10:45
DescriptionThe business plan and project plan are key elements in unlocking public or private funding at the start of a project. We brought together representatives from the Canada Media Fund, Ubisoft Radar, and Indie Asylum to share their vision and experience on what they believe is a compelling business plan. The essentials for building a convincing business plan Marilou Loncol-Daigneault, Olivier Delisle, Pascal Nataf
Modératrice: Josiane Côté-Paquet 10:00 10:45 | ||
10:15 | |||
10:30 |
Indies : Publishing & Financing
-
10:00 - 10:45
Academia / R&D | Audio | Indies : Publishing & Financing | |
---|---|---|---|
1:30 |
Tuesday, October 18
Jeux sérieux : le jeu en appui à la R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionCe panel de discussion permet aux intervenants d’échanger sur les applications du jeu vidéo dans le domaine médical et de l’art numérique. Cette session présente les différentes applications du jeu sérieux dans les traitements thérapeutiques de pathologies tels que l’autisme et l’amblyopie. Jeux sérieux : le jeu en appui à la R&D Alexandre Reynaud, Pierre-Louis Bellec, Jean-François Malouin
Co-modératrice: Barbara Decelle
Co-modératrice: Vanessa Alarie 1:30 2:30
Tuesday, October 18
Jeux sérieux : le jeu en appui à la R&DBy:
Academia / R&D
1:30 - 2:30
DescriptionCe panel de discussion permet aux intervenants d’échanger sur les applications du jeu vidéo dans le domaine médical et de l’art numérique. Cette session présente les différentes applications du jeu sérieux dans les traitements thérapeutiques de pathologies tels que l’autisme et l’amblyopie. Jeux sérieux : le jeu en appui à la R&D Alexandre Reynaud, Pierre-Louis Bellec, Jean-François Malouin
Co-modératrice: Barbara Decelle
Co-modératrice: Vanessa Alarie 1:30 2:30 | ||
1:45 | |||
2:00 | |||
2:15 |
Academia / R&D
-
1:30 - 2:30
-
1:30 - 2:30
- All Events
- Improve your business with the Trade Commissioner Service
- Opening speech
- DON'T NOD: a story of DNA
- Let's create the video game terminology in French!
- How to work on AAA video games fully remotely worldwide.
- Making Time For Magic: How Certification Success Begins During Alpha
- Beyond the Controller with Haptic Feedback
- Call of Duty presented by Beenox
- Games, Metaverses and New Markets in Brazil and Latin America
- Tech lessons from scaling Path of titans
- Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World Games
- The Creative Process: From under the water to over the moon
- The Power of the Flywheel: The Benefits of Selfless Creative Leadership
- COFFEE BREAK
- Sponsored Conference by The Sandbox: Building the Open NFT Metaverse
- Creating Empathetic Communities Through Transparency and Effective Social Content
- Game Accessibility Development Learnings - Looking Back To Move Forward
- Planning and making your first game trailer.
- Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case study
- Sponsored Conference by CMF: Diversity by Numbers: A sneak peek at the CMF’s Experimental Stream demographic data
- COFFEE BREAK
- COFFEE BREAK
- Opening speech
- COFFEE BREAK (Provided by Timi Montréal)
- Setting External Development Managers Up for Success
- AR for Mobile Games - The Sky’s The Limit
- De-mystifying Tiktok for Your Indie Game
- 10 Years of Learnings in the LiveOps Trenches
- VIP SPEAKER - Managing Expectations: A look at the marketing and PR steps to accurately describe a game before it launches
- Working on the Spectrum
- Performing for Motion Capture - Where acting and animation meet
- AI & Community: Players Insights
- Web3 Game Economy – A Dream or a Nightmare?
- Building Your Game For Portability
- How to Give and Take Creative Criticism
- Chase the Information Horizon
- Early Stage Funding: The Mythical Angel Investor
- Indie Self-Publishing: Choose the Right Options for Your Studio
- All Events
- Improve your business with the Trade Commissioner Service
- Opening speech
- DON'T NOD: a story of DNA
- Let's create the video game terminology in French!
- How to work on AAA video games fully remotely worldwide.
- Making Time For Magic: How Certification Success Begins During Alpha
- Beyond the Controller with Haptic Feedback
- Call of Duty presented by Beenox
- Games, Metaverses and New Markets in Brazil and Latin America
- Tech lessons from scaling Path of titans
- Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World Games
- The Creative Process: From under the water to over the moon
- The Power of the Flywheel: The Benefits of Selfless Creative Leadership
- COFFEE BREAK
- Sponsored Conference by The Sandbox: Building the Open NFT Metaverse
- Creating Empathetic Communities Through Transparency and Effective Social Content
- Game Accessibility Development Learnings - Looking Back To Move Forward
- Planning and making your first game trailer.
- Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case study
- Sponsored Conference by CMF: Diversity by Numbers: A sneak peek at the CMF’s Experimental Stream demographic data
- COFFEE BREAK
- COFFEE BREAK
- Opening speech
- COFFEE BREAK (Provided by Timi Montréal)
- Setting External Development Managers Up for Success
- AR for Mobile Games - The Sky’s The Limit
- De-mystifying Tiktok for Your Indie Game
- 10 Years of Learnings in the LiveOps Trenches
- VIP SPEAKER - Managing Expectations: A look at the marketing and PR steps to accurately describe a game before it launches
- Working on the Spectrum
- Performing for Motion Capture - Where acting and animation meet
- AI & Community: Players Insights
- Web3 Game Economy – A Dream or a Nightmare?
- Building Your Game For Portability
- How to Give and Take Creative Criticism
- Chase the Information Horizon
- Early Stage Funding: The Mythical Angel Investor
- Indie Self-Publishing: Choose the Right Options for Your Studio
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:30 |
Wednesday, October 19
Opening speechBy:
Main stage
9:30 - 9:45
Description | ||||||
9:45 |
Wednesday, October 19
DON’T NOD: a story of DNABy:
Main stage
9:45 - 10:15
DescriptionHow DON’T NOD DNA infuses game creation and company culture. Moderated by Madina Diabate | ||||||
10:00 | |||||||
10:15 | |||||||
10:30 |
Wednesday, October 19
De-mystifying Tiktok for Your Indie GameBy:
Business
10:30 - 11:00
DescriptionTiktok has become a key tool for game marketing and reaching new audiences. High-performing Tiktok videos have been shown to have a direct connection with an increase in wishlists, followers, and sales. Both indie and AAA games have found their success on Tiktok to eclipse other forms of social media such as Twitter and Instagram. This presentation will outline how to get started with marketing your game on Tiktok and some tips and tricks to develop your brand’s identity on the platform. I will also provide examples of Kitfox’s Tiktok successes and challenges. |
Wednesday, October 19
Performing for Motion Capture – Where acting and animation meetBy:
Creativity
10:30 - 11:15
DescriptionLockdown halted film production and meant building a sound studio in my garage then body doubling for foreign actors. It also meant an opportunity to write the world’s first guide to “Performing for Motion Capture” with co-teacher and long-time collaborator, director John Dower. Originally conceived as an actor’s “Handbook”, it became clear that a true guide required voices from experts working at every stage in the pipeline. This talk is a celebration of how, although Mocap Acting demands more of an actor than any other medium, creation is truly cross-discipline. Share the Oscar. |
Wednesday, October 19
Game Accessibility Development Learnings – Looking Back To Move ForwardBy:
Advocacy
10:30 - 11:15
DescriptionWhat have we learned about accessibility in games in the last couple of years? And how can we utilize those learnings to be better at including players in this new generation of games? Hear the perspectives of developers and a consultant as they share experiences and lessons that made them grow as accessibility-conscious professionals in the games industry. Game Accessibility Development Learnings - Looking Back To Move Forward Laurence Kennedy, Steve Saylor et Améliane Chiasson 10:30 11:15 |
Wednesday, October 19
AI & Community: Players InsightsBy:
Tech
10:30 - 11:15
DescriptionNatural Language Processing (NLP) is a branch of Artificial Intelligence (AI) aiming to build machines that understand text and spoken words as humans can. NLP can assist the work of multiple professionals: community managers, programmers, data scientists, and many more. While NLP has been a research topic for many years, the game industry has only recently started tapping into it, creating a set of tools to work faster and understand better both players’ and their needs. During this conference, we will discover NLP and some of its uses in the industry. |
Wednesday, October 19
10 Years of Learnings in the LiveOps TrenchesBy:
Production
10:30 - 11:15
DescriptionA nostalgic look back at the last ten years of LiveOps in mobile games, this talk seeks to draw on Alex’s learnings of starting and scaling multiple LiveOps teams for top-grossing games. This talk will cover subjects such as how to prove LiveOps in a cost-effective way, tooling requirements, various team structures, working cross-functionally, and how to build a strong calendar of events for long-term game health. LiveOps is traditionally the vanguard of your development team, always at the forefront of fighting metric decline and pushing for growth. After this talk, the goal is that you’re better equipped to capitalize on these opportunities for your studio. |
Wednesday, October 19
Tech lessons from scaling Path of titansBy:
Partner Stage
10:30 - 11:15
Description“This talk will explore the technical challenges that Alderon Games and its service provider Edgegap faced during the launch of Path of Titans. The ambitious MMO sees up to 200 players take on the role of dinosaurs who must survive and compete with other players for resources and territory. | |
10:45 | |||||||
11:00 | |||||||
11:15 |
Wednesday, October 19
VIP SPEAKER – Managing Expectations: A look at the marketing and PR steps to accurately describe a game before it launchesBy:
Main stage
11:15 - 12:00
DescriptionThroughout TUNIC’s development, the game’s actual content had been kept secret because TUNIC deals in secrets. This meant that both players and journalists were talking about Tunic in ways that were not accurate to the final game. In this talk, Rebekah will identify early marketing plans and initiatives and then identify how and why the team pivoted to fill in the blanks missing to bridge that gap between what outsiders thought of TUNIC versus what TUNIC actually was. This will include a breakdown of the last 15 months of marketing plans and a discussion of both the plan and the problems the plan was meant to address. | ||||||
11:30 |
Wednesday, October 19
Games, Metaverses and New Markets in Brazil and Latin AmericaBy:
Partner Stage
11:30 - 12:15
DescriptionThe Latin American chapter of the Games for Change global initiative is celebrating its tenth annual Festival in 2022 with new marketing, networking and pitching opportunities that will expand opportunities for Canadian devs, publishers and researchers. Meet the G4C Latam President, Gilson Schwartz and get ready to expand your products and services reach into one of the leading game markets of the developing world. | ||||||
11:45 | |||||||
12:00 |
Wednesday, October 19
Sponsored Conference by CMF: Diversity by Numbers: A sneak peek at the CMF’s Experimental Stream demographic dataBy:
Business
12:00 - 12:45
DescriptionDiversity, Data-collection, Equity Programs, Funding In 2021, the Canada Media Fund (CMF) launched an Equity & Inclusion strategy with the purpose of encouraging the entire media industry to be more diverse and inclusive. As part of this strategy, a data collection system called Persona-ID was put in place to track how different groups, including sovereignty and equity-seeking communities, are faring in terms of representation and funding. Today, more and more applicants and their key personnel are self-identifying through this system. So, what are the numbers tell us so far about diversity in the interactive and gaming industry? Key Takeways: Overview of the CMF’s Equity & Inclusion Strategy |
Wednesday, October 19
Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case studyBy:
Creativity
12:00 - 12:45
DescriptionThe WB Games Montreal’s Gotham Knights team will discuss how they were able to create an original story shaking the status quo and adapting DC famous characters Batgirl, Nightwing Red Hood and Robin in new ways while still being true to the rich mythology of the Batman Universe and its comics. They will dive in their creative process in doing so as well as the challenges that come with transposing already existing characters and story arcs to a different medium. Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case study Ann Lemay, Narrative Director
Jay Evans, Character Art director
Wilson Mui, Cinematic Director
Daniel Kvasznicza, Art environment Director
Moderator : TBD 12:00 12:45 |
Wednesday, October 19
Sponsored Conference by The Sandbox: Building the Open NFT MetaverseBy:
Tech
12:00 - 12:45
DescriptionThe Metaverse Ubisoft, Atari, Square Enix but also Snoop Dogg, Adidas, Steve Aoki — these are just some of the 400 major brands who have entered The Sandbox open metaverse gaming platform, but what are they doing there more precisely? Sebastien Borget, Co-Founder and COO of The Sandbox will share his definition of the metaverse and how the company he co-founded has evolved over 10 years from a user-generated content mobile game into a decentralized gaming virtual world. He will be covering in his keynote a presentation of What is the open Metaverse, who are the brands and community already present, what sort of games and experiences can be found there already? What makes virtual lands valuable? What are some of the new opportunities for creators, gamers and game companies in the Metaverse? How to get started and participate into this new wave of innovation? |
Wednesday, October 19
Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World GamesBy:
Production
12:00 - 12:45
DescriptionOpen World games production For players and developers alike, Open World games are known for providing an emotional journey, with plenty to discover and multiple challenges to overcome. Join Phil as he describes how harmony is an essential component in creating an open world game that players will love to explore, and developers will remember as a great experience. Learn key lessons about how to manage the world building process and the game’s systems to create a unique experience for players. Key Takeways: Open World games creation process, team organization and management tools.
Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World Games Philippe Fournier 12:00 12:45 | |||
12:15 | |||||||
12:30 |
Wednesday, October 19
Let’s create the video game terminology in French!By:
Partner Stage
12:30 - 12:45
Description“Would you like to help us create a new French video game term… live? The Lexique ludique project, led by the Guild and Affordance Studio, aims to update the French video game terminology. In this presentation, you will learn how a certified terminologist works with our working committee of industry employees and managers as well as members of the general public to propose and revise terminology records. You will also learn how you can participate in this project on the Lexicon of Fun site by voting for the records you like and those you find need revision.” | ||||||
12:45 | |||||||
1:00 |
Wednesday, October 19
Indie Self-Publishing: Choose the Right Options for Your StudioBy:
Business
1:00 - 1:45
DescriptionPublishing options are now more diverse than ever for indie studios. While traditional publishers are always relevant, self-publishing and publishing services are also healthy options, each having different implications relative to funding, marketing, and studio growth. In this panel, self-publishing veterans from Kitfox, Thunder Lotus, and Clever Plays will debate the advantages and disadvantages of their choices. Discussed topics include: How to make the decision to self-publish, what part of the process to outsource, what are the critical mistakes to avoid, and how to budget for self-publishing? Moderated by: Jason Della Rocca Indie Self-Publishing: Choose the Right Options for Your Studio Angela Mejia, Rodrigue Duperron, Tanya X. Short 1:00 1:45 |
Wednesday, October 19
Chase the Information HorizonBy:
Creativity
1:00 - 1:30
Description |
Wednesday, October 19
Creating Empathetic Communities Through Transparency and Effective Social ContentBy:
Advocacy
1:00 - 1:45
DescriptionEver ask yourself “Should I respond to this player’s post and how!?”, “Should I make an account on this new social media platform?”, or “What kind of content should I make and do I seriously need to make an Instagram Reel right now!?”. Well you’ve come to the right place! Join Arthur Protasio, Narrative Designer at Archiact, Rosemarie Sarno the Community Manager at Red Barrels and Sydnee McLeod, Senior Community Manager at Norsfell as they discuss how to humanise your dev team and development process while fostering your game community through effective content strategies and transparency. Creating Empathetic Communities Through Transparency and Effective Social Content Moderated by Jessica Richard 1:00 1:45
Wednesday, October 19
Creating Empathetic Communities Through Transparency and Effective Social ContentBy:
Advocacy
1:00 - 1:45
DescriptionEver ask yourself “Should I respond to this player’s post and how!?”, “Should I make an account on this new social media platform?”, or “What kind of content should I make and do I seriously need to make an Instagram Reel right now!?”. Well you’ve come to the right place! Join Arthur Protasio, Narrative Designer at Archiact, Rosemarie Sarno the Community Manager at Red Barrels and Sydnee McLeod, Senior Community Manager at Norsfell as they discuss how to humanise your dev team and development process while fostering your game community through effective content strategies and transparency. Creating Empathetic Communities Through Transparency and Effective Social Content Moderated by Jessica Richard 1:00 1:45 |
Wednesday, October 19
Building Your Game For PortabilityBy:
Tech
1:00 - 1:45
DescriptionGiven the proliferation of consoles, streaming services, digital stores, and devices, getting your game onto as many of those platforms as possible is now more important than ever. This talk is designed to help familiarise people across all game development disciplines with useful techniques and hints for them to prepare their games, ideally early on in the development cycle, for easier, faster, and more cost-efficient platform portability. |
Wednesday, October 19
Setting External Development Managers Up for SuccessBy:
Production
1:00 - 1:45
DescriptionExternal Development Managers are often misunderstood because they do not share the same challenges as their teammates. Very few game companies have Job Matrix that fully comprehends what they contribute and provides the proper track for growth within the company. External Development Managers have a manager they report to but not all have good mentors to guide them in their journey. As result, many managers feel undervalued and underappreciated within their workplace. In this panel, we will discuss ways to create a more nurturing environment for existing External Development Managers at work. We will also dive into things we can do to bring up the next generation as well as identify potential managers within this industry. Moderated by Yasmin Regis Setting External Development Managers Up for Success Shiew Yeu Loh, Nicolas Soufflet, Erika Benacka 1:00 1:45 | ||
1:15 | |||||||
1:30 |
Wednesday, October 19
Call of Duty presented by BeenoxBy:
Partner Stage
1:30 - 2:15
DescriptionLearn more about game development and the work of the team at Beenox on the upcoming Call of Duty: Modern Warfare. | ||||||
1:45 | |||||||
2:00 |
Wednesday, October 19
Web3 Game Economy – A Dream or a Nightmare?By:
Business
2:00 - 2:45
DescriptionBuilding a game economy is a delicate balance of moving parts, and balancing it is even a greater task. But for a web3 game projects, it’s not even a Copy paste task but a whole different ballgame with terminology and elements which are foreign for Web2 game designers: Tokens, Staking, Scholarship, drops, NFTs, Utility, and others. In our talk we would go on a journey to the depths of game economy blocks for Web3 projects and learn the terminology but also the craft of building a basic economy to minimize the risks. |
Wednesday, October 19
The Creative Process: From under the water to over the moonBy:
Creativity
2:00 - 2:45
DescriptionThis fireside discussion delves into the creative process of acclaimed Subnautica director, Charlie Cleveland of Unknown Worlds. Having just launched their follow-up game, Moonbreaker, the discussion will delve into such wide-ranging topics as effective prototyping, design thinking and iteration, collaborating with creatives from other sectors, world building, and the challenges of designing in a context of live-service games. Come ready to ask your own challenge design questions! |
Wednesday, October 19
How to Give and Take Creative CriticismBy:
Production
2:00 - 2:45
DescriptionHow can you give and get creative criticism without ego messing everything up? Some techniques I could have used for a smoother career. How to Give and Take Creative CriticismHow can you give and get creative criticism without ego messing everything up? Some techniques I could have used for a smoother career. | ||||
2:15 | |||||||
2:30 |
Wednesday, October 19
Beyond the Controller with Haptic FeedbackBy:
Partner Stage
2:30 - 3:15
DescriptionServing as the Chief Technology Officer of D-BOX Technologies for more than 12 years and recently appointed Chairman of the Board and President of the Haptics Industry Forum, Robert Desautels is an industry leader and an accomplished executive with decades of experience in the innovative technology sector. His experience at D-BOX and at other prestigious corporations such as Apple Canada, Quebecor and Transcontinental has given him a vast understanding of how haptics can be used to immerse users, of how to use different types of haptic feedback and has allowed him to help shape the future of haptic technology overall. | ||||||
2:45 |
Wednesday, October 19
COFFEE BREAK (Provided by Timi Montréal)By:
Business
2:45 - 3:45
Description |
Wednesday, October 19
COFFEE BREAKBy:
Creativity
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Wednesday, October 19
COFFEE BREAKBy:
Advocacy
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Wednesday, October 19
COFFEE BREAKBy:
Tech
2:45 - 3:45
Description | |||
3:00 | |||||||
3:15 | |||||||
3:30 |
Wednesday, October 19
Making Time For Magic: How Certification Success Begins During AlphaBy:
Partner Stage
3:30 - 4:15
DescriptionToo often, certification matters are left to the last minute in game development. This increases risk, team stress, and impacts the developers’ ability to focus on the magical last bit of polish that makes a good game great. We’ll go over how injecting certification awareness and compliance throughout the whole development cycle reduces that effect, as well as when and how to mobilize and leverage QA teams for increased quality. Presented by Deanne Curtis, Quality Assurance Manager at PTW Montreal | ||||||
3:45 |
Wednesday, October 19
Early Stage Funding: The Mythical Angel InvestorBy:
Business
3:45 - 4:30
DescriptionThe man, the myth, the legend. This session will be a fireside chat with an actual living, breathing angel investor. His name is Eden Chen. Finding early-stage funding for your studio is often one of the trickiest times to raise capital. Often, it is recommended to pitch to angels, but no one has ever seen an angel or knows an angel! Most game developers are unsure if game angels even really exist. By day, Eden is the CEO of Pragma and by night, he is an active angel investor and advisor, having made nearly 60 (!) investments into early-stage companies. This session will explore how angels operate, what they look for, what motivates them to invest, and critically, what gets them to pull out their checkbook.
Moderated by Jason Della Rocca |
Wednesday, October 19
Planning and making your first game trailer.By:
Creativity
3:45 - 4:30
DescriptionThe gaming industry is more competitive than ever, and with many avenues, new and old, to help discoverability – a game trailer remains one of the most efficient ways to communicate your game quickly and concisely. This talk will help you get a |
Wednesday, October 19
Working on the SpectrumBy:
Advocacy
3:45 - 4:30
DescriptionA candid talk with Gotham Knights’ Geoff Ellenor (game director) and Alexis Harvey (accessibility game designer) about their shared experiences as autistic individuals in the game industry. Forget everything you think you know about autism and learn the true power of neurodiversity recounted from firsthand experience. |
Wednesday, October 19
AR for Mobile Games – The Sky’s The LimitBy:
Tech
3:45 - 4:30
DescriptionWe will review the current state of AR technologies for mobile games (eg, AR Foundation, Qualcomm’s Vuforia, Niantic Lightship) along with our own solution for rendering both near and far AR content. Interestingly, there are not many solutions that support bringing AR into the skies around us, and we’ll discuss the affordances of this technique for gameplay and world-building. We’ll touch on the use of maps in conjunction with AR and explain how our sky occlusion system works, as well as the narrative and game design tricks to mitigate edge cases in AR tracking. | |||
4:00 | |||||||
4:15 | |||||||
4:30 |
Wednesday, October 19
How to work on AAA video games fully remotely worldwide.By:
Partner Stage
4:30 - 4:45
DescriptionA presentation of the ways teams can successfully collaborate over timezones with leading studios to create AAA video games. | ||||||
4:45 |
Wednesday, October 19
The Power of the Flywheel: The Benefits of Selfless Creative LeadershipBy:
Main stage
4:45 - 5:30
DescriptionMany of the building blocks of effective creative teamwork are perceived as industry buzzwords: empowerment, diversity, inclusion, trust, confidence, originality, flexibility, agility etc. The talk looks into how to give these notions true meaning and how, when truly understood and skillfully balanced, they can converge into a force-multiplying current. | ||||||
5:00 | |||||||
5:15 |
Main stage
-
9:30 - 9:45
-
9:45 - 10:15
-
11:15 - 12:00
-
4:45 - 5:30
Business
-
10:30 - 11:00
-
12:00 - 12:45
-
1:00 - 1:45
-
2:00 - 2:45
-
2:45 - 3:45
-
3:45 - 4:30
Creativity
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:30
-
2:00 - 2:45
-
2:45 - 3:45
-
3:45 - 4:30
Advocacy
-
10:30 - 11:15
-
1:00 - 1:45
-
1:00 - 1:45
-
2:45 - 3:45
-
3:45 - 4:30
Tech
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:45
-
2:45 - 3:45
-
3:45 - 4:30
Production
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:45
-
2:00 - 2:45
Partner Stage
-
10:30 - 11:15
-
11:30 - 12:15
-
12:30 - 12:45
-
1:30 - 2:15
-
2:30 - 3:15
-
3:30 - 4:15
-
4:30 - 4:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:30 |
Wednesday, October 19
Opening speechBy:
Main stage
9:30 - 9:45
Description |
Main stage
-
9:30 - 9:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:45 |
Wednesday, October 19
DON’T NOD: a story of DNABy:
Main stage
9:45 - 10:15
DescriptionHow DON’T NOD DNA infuses game creation and company culture. Moderated by Madina Diabate | ||||||
10:00 |
Main stage
-
9:45 - 10:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:30 |
Wednesday, October 19
Let’s create the video game terminology in French!By:
Partner Stage
12:30 - 12:45
Description“Would you like to help us create a new French video game term… live? The Lexique ludique project, led by the Guild and Affordance Studio, aims to update the French video game terminology. In this presentation, you will learn how a certified terminologist works with our working committee of industry employees and managers as well as members of the general public to propose and revise terminology records. You will also learn how you can participate in this project on the Lexicon of Fun site by voting for the records you like and those you find need revision.” |
Partner Stage
-
12:30 - 12:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
4:30 |
Wednesday, October 19
How to work on AAA video games fully remotely worldwide.By:
Partner Stage
4:30 - 4:45
DescriptionA presentation of the ways teams can successfully collaborate over timezones with leading studios to create AAA video games. |
Partner Stage
-
4:30 - 4:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:30 |
Wednesday, October 19
Making Time For Magic: How Certification Success Begins During AlphaBy:
Partner Stage
3:30 - 4:15
DescriptionToo often, certification matters are left to the last minute in game development. This increases risk, team stress, and impacts the developers’ ability to focus on the magical last bit of polish that makes a good game great. We’ll go over how injecting certification awareness and compliance throughout the whole development cycle reduces that effect, as well as when and how to mobilize and leverage QA teams for increased quality. Presented by Deanne Curtis, Quality Assurance Manager at PTW Montreal | ||||||
3:45 | |||||||
4:00 |
Partner Stage
-
3:30 - 4:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:30 |
Wednesday, October 19
Beyond the Controller with Haptic FeedbackBy:
Partner Stage
2:30 - 3:15
DescriptionServing as the Chief Technology Officer of D-BOX Technologies for more than 12 years and recently appointed Chairman of the Board and President of the Haptics Industry Forum, Robert Desautels is an industry leader and an accomplished executive with decades of experience in the innovative technology sector. His experience at D-BOX and at other prestigious corporations such as Apple Canada, Quebecor and Transcontinental has given him a vast understanding of how haptics can be used to immerse users, of how to use different types of haptic feedback and has allowed him to help shape the future of haptic technology overall. | ||||||
2:45 | |||||||
3:00 |
Partner Stage
-
2:30 - 3:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:30 |
Wednesday, October 19
Call of Duty presented by BeenoxBy:
Partner Stage
1:30 - 2:15
DescriptionLearn more about game development and the work of the team at Beenox on the upcoming Call of Duty: Modern Warfare. | ||||||
1:45 | |||||||
2:00 |
Partner Stage
-
1:30 - 2:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
11:30 |
Wednesday, October 19
Games, Metaverses and New Markets in Brazil and Latin AmericaBy:
Partner Stage
11:30 - 12:15
DescriptionThe Latin American chapter of the Games for Change global initiative is celebrating its tenth annual Festival in 2022 with new marketing, networking and pitching opportunities that will expand opportunities for Canadian devs, publishers and researchers. Meet the G4C Latam President, Gilson Schwartz and get ready to expand your products and services reach into one of the leading game markets of the developing world. | ||||||
11:45 | |||||||
12:00 |
Partner Stage
-
11:30 - 12:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
Tech lessons from scaling Path of titansBy:
Partner Stage
10:30 - 11:15
Description“This talk will explore the technical challenges that Alderon Games and its service provider Edgegap faced during the launch of Path of Titans. The ambitious MMO sees up to 200 players take on the role of dinosaurs who must survive and compete with other players for resources and territory. | ||||||
10:45 | |||||||
11:00 |
Partner Stage
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Wednesday, October 19
Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World GamesBy:
Production
12:00 - 12:45
DescriptionOpen World games production For players and developers alike, Open World games are known for providing an emotional journey, with plenty to discover and multiple challenges to overcome. Join Phil as he describes how harmony is an essential component in creating an open world game that players will love to explore, and developers will remember as a great experience. Learn key lessons about how to manage the world building process and the game’s systems to create a unique experience for players. Key Takeways: Open World games creation process, team organization and management tools.
Sponsored Conference by TIMI: Creating Harmony: Learnings on How to Build Open World Games Philippe Fournier 12:00 12:45 | ||||||
12:15 | |||||||
12:30 |
Production
-
12:00 - 12:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Wednesday, October 19
The Creative Process: From under the water to over the moonBy:
Creativity
2:00 - 2:45
DescriptionThis fireside discussion delves into the creative process of acclaimed Subnautica director, Charlie Cleveland of Unknown Worlds. Having just launched their follow-up game, Moonbreaker, the discussion will delve into such wide-ranging topics as effective prototyping, design thinking and iteration, collaborating with creatives from other sectors, world building, and the challenges of designing in a context of live-service games. Come ready to ask your own challenge design questions! | ||||||
2:15 | |||||||
2:30 |
Creativity
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
4:45 |
Wednesday, October 19
The Power of the Flywheel: The Benefits of Selfless Creative LeadershipBy:
Main stage
4:45 - 5:30
DescriptionMany of the building blocks of effective creative teamwork are perceived as industry buzzwords: empowerment, diversity, inclusion, trust, confidence, originality, flexibility, agility etc. The talk looks into how to give these notions true meaning and how, when truly understood and skillfully balanced, they can converge into a force-multiplying current. | ||||||
5:00 | |||||||
5:15 |
Main stage
-
4:45 - 5:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Wednesday, October 19
COFFEE BREAKBy:
Tech
2:45 - 3:45
Description | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Tech
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Wednesday, October 19
Sponsored Conference by The Sandbox: Building the Open NFT MetaverseBy:
Tech
12:00 - 12:45
DescriptionThe Metaverse Ubisoft, Atari, Square Enix but also Snoop Dogg, Adidas, Steve Aoki — these are just some of the 400 major brands who have entered The Sandbox open metaverse gaming platform, but what are they doing there more precisely? Sebastien Borget, Co-Founder and COO of The Sandbox will share his definition of the metaverse and how the company he co-founded has evolved over 10 years from a user-generated content mobile game into a decentralized gaming virtual world. He will be covering in his keynote a presentation of What is the open Metaverse, who are the brands and community already present, what sort of games and experiences can be found there already? What makes virtual lands valuable? What are some of the new opportunities for creators, gamers and game companies in the Metaverse? How to get started and participate into this new wave of innovation? | ||||||
12:15 | |||||||
12:30 |
Tech
-
12:00 - 12:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Wednesday, October 19
Creating Empathetic Communities Through Transparency and Effective Social ContentBy:
Advocacy
1:00 - 1:45
DescriptionEver ask yourself “Should I respond to this player’s post and how!?”, “Should I make an account on this new social media platform?”, or “What kind of content should I make and do I seriously need to make an Instagram Reel right now!?”. Well you’ve come to the right place! Join Arthur Protasio, Narrative Designer at Archiact, Rosemarie Sarno the Community Manager at Red Barrels and Sydnee McLeod, Senior Community Manager at Norsfell as they discuss how to humanise your dev team and development process while fostering your game community through effective content strategies and transparency. Creating Empathetic Communities Through Transparency and Effective Social Content Moderated by Jessica Richard 1:00 1:45
Wednesday, October 19
Creating Empathetic Communities Through Transparency and Effective Social ContentBy:
Advocacy
1:00 - 1:45
DescriptionEver ask yourself “Should I respond to this player’s post and how!?”, “Should I make an account on this new social media platform?”, or “What kind of content should I make and do I seriously need to make an Instagram Reel right now!?”. Well you’ve come to the right place! Join Arthur Protasio, Narrative Designer at Archiact, Rosemarie Sarno the Community Manager at Red Barrels and Sydnee McLeod, Senior Community Manager at Norsfell as they discuss how to humanise your dev team and development process while fostering your game community through effective content strategies and transparency. Creating Empathetic Communities Through Transparency and Effective Social Content Moderated by Jessica Richard 1:00 1:45 | ||||||
1:15 | |||||||
1:30 |
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
Game Accessibility Development Learnings – Looking Back To Move ForwardBy:
Advocacy
10:30 - 11:15
DescriptionWhat have we learned about accessibility in games in the last couple of years? And how can we utilize those learnings to be better at including players in this new generation of games? Hear the perspectives of developers and a consultant as they share experiences and lessons that made them grow as accessibility-conscious professionals in the games industry. Game Accessibility Development Learnings - Looking Back To Move Forward Laurence Kennedy, Steve Saylor et Améliane Chiasson 10:30 11:15 | ||||||
10:45 | |||||||
11:00 |
Advocacy
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Wednesday, October 19
Planning and making your first game trailer.By:
Creativity
3:45 - 4:30
DescriptionThe gaming industry is more competitive than ever, and with many avenues, new and old, to help discoverability – a game trailer remains one of the most efficient ways to communicate your game quickly and concisely. This talk will help you get a | ||||||
4:00 | |||||||
4:15 |
Creativity
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Wednesday, October 19
Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case studyBy:
Creativity
12:00 - 12:45
DescriptionThe WB Games Montreal’s Gotham Knights team will discuss how they were able to create an original story shaking the status quo and adapting DC famous characters Batgirl, Nightwing Red Hood and Robin in new ways while still being true to the rich mythology of the Batman Universe and its comics. They will dive in their creative process in doing so as well as the challenges that come with transposing already existing characters and story arcs to a different medium. Sponsored Conference by WB Games: From comic to video game, recreating an art piece from another: A Gotham Knights case study Ann Lemay, Narrative Director
Jay Evans, Character Art director
Wilson Mui, Cinematic Director
Daniel Kvasznicza, Art environment Director
Moderator : TBD 12:00 12:45 | ||||||
12:15 | |||||||
12:30 |
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Wednesday, October 19
Sponsored Conference by CMF: Diversity by Numbers: A sneak peek at the CMF’s Experimental Stream demographic dataBy:
Business
12:00 - 12:45
DescriptionDiversity, Data-collection, Equity Programs, Funding In 2021, the Canada Media Fund (CMF) launched an Equity & Inclusion strategy with the purpose of encouraging the entire media industry to be more diverse and inclusive. As part of this strategy, a data collection system called Persona-ID was put in place to track how different groups, including sovereignty and equity-seeking communities, are faring in terms of representation and funding. Today, more and more applicants and their key personnel are self-identifying through this system. So, what are the numbers tell us so far about diversity in the interactive and gaming industry? Key Takeways: Overview of the CMF’s Equity & Inclusion Strategy | ||||||
12:15 | |||||||
12:30 |
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Wednesday, October 19
COFFEE BREAKBy:
Creativity
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Creativity
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Wednesday, October 19
COFFEE BREAKBy:
Advocacy
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Advocacy
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Wednesday, October 19
COFFEE BREAK (Provided by Timi Montréal)By:
Business
2:45 - 3:45
Description | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Business
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Wednesday, October 19
Setting External Development Managers Up for SuccessBy:
Production
1:00 - 1:45
DescriptionExternal Development Managers are often misunderstood because they do not share the same challenges as their teammates. Very few game companies have Job Matrix that fully comprehends what they contribute and provides the proper track for growth within the company. External Development Managers have a manager they report to but not all have good mentors to guide them in their journey. As result, many managers feel undervalued and underappreciated within their workplace. In this panel, we will discuss ways to create a more nurturing environment for existing External Development Managers at work. We will also dive into things we can do to bring up the next generation as well as identify potential managers within this industry. Moderated by Yasmin Regis Setting External Development Managers Up for Success Shiew Yeu Loh, Nicolas Soufflet, Erika Benacka 1:00 1:45 | ||||||
1:15 | |||||||
1:30 |
Production
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Wednesday, October 19
AR for Mobile Games – The Sky’s The LimitBy:
Tech
3:45 - 4:30
DescriptionWe will review the current state of AR technologies for mobile games (eg, AR Foundation, Qualcomm’s Vuforia, Niantic Lightship) along with our own solution for rendering both near and far AR content. Interestingly, there are not many solutions that support bringing AR into the skies around us, and we’ll discuss the affordances of this technique for gameplay and world-building. We’ll touch on the use of maps in conjunction with AR and explain how our sky occlusion system works, as well as the narrative and game design tricks to mitigate edge cases in AR tracking. | ||||||
4:00 | |||||||
4:15 |
Tech
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
De-mystifying Tiktok for Your Indie GameBy:
Business
10:30 - 11:00
DescriptionTiktok has become a key tool for game marketing and reaching new audiences. High-performing Tiktok videos have been shown to have a direct connection with an increase in wishlists, followers, and sales. Both indie and AAA games have found their success on Tiktok to eclipse other forms of social media such as Twitter and Instagram. This presentation will outline how to get started with marketing your game on Tiktok and some tips and tricks to develop your brand’s identity on the platform. I will also provide examples of Kitfox’s Tiktok successes and challenges. | ||||||
10:45 |
Business
-
10:30 - 11:00
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
10 Years of Learnings in the LiveOps TrenchesBy:
Production
10:30 - 11:15
DescriptionA nostalgic look back at the last ten years of LiveOps in mobile games, this talk seeks to draw on Alex’s learnings of starting and scaling multiple LiveOps teams for top-grossing games. This talk will cover subjects such as how to prove LiveOps in a cost-effective way, tooling requirements, various team structures, working cross-functionally, and how to build a strong calendar of events for long-term game health. LiveOps is traditionally the vanguard of your development team, always at the forefront of fighting metric decline and pushing for growth. After this talk, the goal is that you’re better equipped to capitalize on these opportunities for your studio. | ||||||
10:45 | |||||||
11:00 |
Production
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
11:15 |
Wednesday, October 19
VIP SPEAKER – Managing Expectations: A look at the marketing and PR steps to accurately describe a game before it launchesBy:
Main stage
11:15 - 12:00
DescriptionThroughout TUNIC’s development, the game’s actual content had been kept secret because TUNIC deals in secrets. This meant that both players and journalists were talking about Tunic in ways that were not accurate to the final game. In this talk, Rebekah will identify early marketing plans and initiatives and then identify how and why the team pivoted to fill in the blanks missing to bridge that gap between what outsiders thought of TUNIC versus what TUNIC actually was. This will include a breakdown of the last 15 months of marketing plans and a discussion of both the plan and the problems the plan was meant to address. | ||||||
11:30 | |||||||
11:45 |
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Wednesday, October 19
Working on the SpectrumBy:
Advocacy
3:45 - 4:30
DescriptionA candid talk with Gotham Knights’ Geoff Ellenor (game director) and Alexis Harvey (accessibility game designer) about their shared experiences as autistic individuals in the game industry. Forget everything you think you know about autism and learn the true power of neurodiversity recounted from firsthand experience. | ||||||
4:00 | |||||||
4:15 |
Advocacy
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
Performing for Motion Capture – Where acting and animation meetBy:
Creativity
10:30 - 11:15
DescriptionLockdown halted film production and meant building a sound studio in my garage then body doubling for foreign actors. It also meant an opportunity to write the world’s first guide to “Performing for Motion Capture” with co-teacher and long-time collaborator, director John Dower. Originally conceived as an actor’s “Handbook”, it became clear that a true guide required voices from experts working at every stage in the pipeline. This talk is a celebration of how, although Mocap Acting demands more of an actor than any other medium, creation is truly cross-discipline. Share the Oscar. | ||||||
10:45 | |||||||
11:00 |
Creativity
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Wednesday, October 19
AI & Community: Players InsightsBy:
Tech
10:30 - 11:15
DescriptionNatural Language Processing (NLP) is a branch of Artificial Intelligence (AI) aiming to build machines that understand text and spoken words as humans can. NLP can assist the work of multiple professionals: community managers, programmers, data scientists, and many more. While NLP has been a research topic for many years, the game industry has only recently started tapping into it, creating a set of tools to work faster and understand better both players’ and their needs. During this conference, we will discover NLP and some of its uses in the industry. | ||||||
10:45 | |||||||
11:00 |
Tech
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Wednesday, October 19
Web3 Game Economy – A Dream or a Nightmare?By:
Business
2:00 - 2:45
DescriptionBuilding a game economy is a delicate balance of moving parts, and balancing it is even a greater task. But for a web3 game projects, it’s not even a Copy paste task but a whole different ballgame with terminology and elements which are foreign for Web2 game designers: Tokens, Staking, Scholarship, drops, NFTs, Utility, and others. In our talk we would go on a journey to the depths of game economy blocks for Web3 projects and learn the terminology but also the craft of building a basic economy to minimize the risks. | ||||||
2:15 | |||||||
2:30 |
Business
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Wednesday, October 19
Building Your Game For PortabilityBy:
Tech
1:00 - 1:45
DescriptionGiven the proliferation of consoles, streaming services, digital stores, and devices, getting your game onto as many of those platforms as possible is now more important than ever. This talk is designed to help familiarise people across all game development disciplines with useful techniques and hints for them to prepare their games, ideally early on in the development cycle, for easier, faster, and more cost-efficient platform portability. | ||||||
1:15 | |||||||
1:30 |
Tech
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Wednesday, October 19
How to Give and Take Creative CriticismBy:
Production
2:00 - 2:45
DescriptionHow can you give and get creative criticism without ego messing everything up? Some techniques I could have used for a smoother career. How to Give and Take Creative CriticismHow can you give and get creative criticism without ego messing everything up? Some techniques I could have used for a smoother career. | ||||||
2:15 | |||||||
2:30 |
Production
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Wednesday, October 19
Chase the Information HorizonBy:
Creativity
1:00 - 1:30
Description | ||||||
1:15 |
Creativity
-
1:00 - 1:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Wednesday, October 19
Early Stage Funding: The Mythical Angel InvestorBy:
Business
3:45 - 4:30
DescriptionThe man, the myth, the legend. This session will be a fireside chat with an actual living, breathing angel investor. His name is Eden Chen. Finding early-stage funding for your studio is often one of the trickiest times to raise capital. Often, it is recommended to pitch to angels, but no one has ever seen an angel or knows an angel! Most game developers are unsure if game angels even really exist. By day, Eden is the CEO of Pragma and by night, he is an active angel investor and advisor, having made nearly 60 (!) investments into early-stage companies. This session will explore how angels operate, what they look for, what motivates them to invest, and critically, what gets them to pull out their checkbook.
Moderated by Jason Della Rocca | ||||||
4:00 | |||||||
4:15 |
Business
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Wednesday, October 19
Indie Self-Publishing: Choose the Right Options for Your StudioBy:
Business
1:00 - 1:45
DescriptionPublishing options are now more diverse than ever for indie studios. While traditional publishers are always relevant, self-publishing and publishing services are also healthy options, each having different implications relative to funding, marketing, and studio growth. In this panel, self-publishing veterans from Kitfox, Thunder Lotus, and Clever Plays will debate the advantages and disadvantages of their choices. Discussed topics include: How to make the decision to self-publish, what part of the process to outsource, what are the critical mistakes to avoid, and how to budget for self-publishing? Moderated by: Jason Della Rocca Indie Self-Publishing: Choose the Right Options for Your Studio Angela Mejia, Rodrigue Duperron, Tanya X. Short 1:00 1:45 | ||||||
1:15 | |||||||
1:30 |
Business
-
1:00 - 1:45
- All Events
- How to get the most out of influencer marketing
- Behaviour's DNA: Combining work for hire and IP publishing
- Broken Edge or how to approach PvP fighting in VR
- Online gaming connectivity report
- The Sandbox Maker Roadmap - Creation of a UGC game engine with a no-code approach
- Towards better integration of workplace learning
- "We want IGN!" - The PR Art of Knowing Your Audience
- Collaborating to attract talent
- Fresh Start: Building a new franchise and AAA studio in Montreal
- Keys to a Diverse Workforce
- The Emerging Power of Creators in Gaming
- Automated Game Testing
- AI for Characters
- Sponsored Conference by Lucky VR: Building Vegas in the metaverse
- Sponsored Conference by EA Motive: Fearless, Not Foolish: The Motive Approach
- Murphy's law and Multiplayer games
- Sponsored Conference by Xsolla: The Unbanked Player: How can you help them get access to your game?
- COFFEE BREAK
- AI for Game Testing
- COFFEE BREAK
- COFFEE BREAK
- Building Trust
- COFFEE BREAK
- The Art and Science of AAA Co-Development - Fireside chat Keynote
- COFFEE BREAK
- COFFEE BREAK
- COFFEE BREAK
- Keynote
- Game Pillars Evolved
- Being a Mother in the Gaming Industry
- Balancing Creativity and Management
- Don't Pass on the Battle Pass
- VIP SPEAKER - Is VR Still Five Minutes Away?
- Guerilla playtesting: lessons in UX playtesting your games
- Tilting at Windmills: The Quest for Better Quest Design
- Panel VIP - Feeding Frenzy: Insights and Wisdom on Studio Acquisitions
- Indie Community Support Systems: Nurturing the game creation ecosystem
- Playing in the Space: How to Build Stories that Ship
- TombStar's Narrative Design
- Archetypes for Watchability
- The Evolution of an Effects Conduit
- All Events
- How to get the most out of influencer marketing
- Behaviour's DNA: Combining work for hire and IP publishing
- Broken Edge or how to approach PvP fighting in VR
- Online gaming connectivity report
- The Sandbox Maker Roadmap - Creation of a UGC game engine with a no-code approach
- Towards better integration of workplace learning
- "We want IGN!" - The PR Art of Knowing Your Audience
- Collaborating to attract talent
- Fresh Start: Building a new franchise and AAA studio in Montreal
- Keys to a Diverse Workforce
- The Emerging Power of Creators in Gaming
- Automated Game Testing
- AI for Characters
- Sponsored Conference by Lucky VR: Building Vegas in the metaverse
- Sponsored Conference by EA Motive: Fearless, Not Foolish: The Motive Approach
- Murphy's law and Multiplayer games
- Sponsored Conference by Xsolla: The Unbanked Player: How can you help them get access to your game?
- COFFEE BREAK
- AI for Game Testing
- COFFEE BREAK
- COFFEE BREAK
- Building Trust
- COFFEE BREAK
- The Art and Science of AAA Co-Development - Fireside chat Keynote
- COFFEE BREAK
- COFFEE BREAK
- COFFEE BREAK
- Keynote
- Game Pillars Evolved
- Being a Mother in the Gaming Industry
- Balancing Creativity and Management
- Don't Pass on the Battle Pass
- VIP SPEAKER - Is VR Still Five Minutes Away?
- Guerilla playtesting: lessons in UX playtesting your games
- Tilting at Windmills: The Quest for Better Quest Design
- Panel VIP - Feeding Frenzy: Insights and Wisdom on Studio Acquisitions
- Indie Community Support Systems: Nurturing the game creation ecosystem
- Playing in the Space: How to Build Stories that Ship
- TombStar's Narrative Design
- Archetypes for Watchability
- The Evolution of an Effects Conduit
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:45 |
Thursday, October 20,
Tuesday, October 18
KeynoteBy:
Main stage
9:45 - 10:15
DescriptionDescription coming soon…
Thursday, October 20
The Art and Science of AAA Co-Development – Fireside chat KeynoteBy:
Main stage
9:45 - 10:15
DescriptionSome people believe the future isn’t as bright for companies supporting other studio’s AAA game development. We are here to tell you otherwise. Certain Affinity® has made a name for itself over the past 15 years by partnering with best in class studios and publishers on world renowned franchises like Call of Duty®, Halo®, World of Tanks®, Left 4 Dead®, Hearthstone® and many more. As a premier co-developer, Certain Affinity and its talented team has collaborated with top tier industry talent, worked on amazing tools and tech, and supported some of the biggest games and franchises in industry history. Join us for a Fireside Chat with President and COO, Paul Sams to learn more about the past, present, and future of AAA co-development. The Art and Science of AAA Co-Development - Fireside chat Keynote Paul Sams, moderator : Lucie Lalumiere 9:45 10:15 | ||||||
10:00 |
Thursday, October 20
Fresh Start: Building a new franchise and AAA studio in MontrealBy:
Partner Stage
10:00 - 10:15
DescriptionMontreal is known for creating some of the most beloved franchises in video games history. Join TiMi Montreal developers as they share their learnings about creating a unique game experience while building a new, AAA game development studio.
Fresh Start: Building a new franchise and AAA studio in Montreal Genevieve Danforth, producer (modératrice) 10:00 10:15 | ||||||
10:15 | |||||||
10:30 |
Thursday, October 20
Tilting at Windmills: The Quest for Better Quest DesignBy:
Creativity
10:30 - 11:15
DescriptionYou COULD be the chosen one, destined to save us from certain ruin. But before I tell you how to find the Golden MacGuffin, you must prove yourself…by killing ten rats. What tools are there to make quests more engaging? How can we improve them with no additional development cost? Can we get players to care about more than mechanical rewards? Find out at The Quest for Better Quest Design. Tilting at Windmills: The Quest for Better Quest Design James Portnow, Jesse Scoble, Tanya X. Short 10:30 11:15 |
Thursday, October 20
Being a Mother in the Gaming IndustryBy:
Advocacy
10:30 - 11:15
DescriptionPersonal testimonies from 18 years in the game industry and inputs from an array of moms from various countries within the industry regarding daily challenges balancing motherhood with a career. Topics covered: laws on maternity leave globally; challenges of new moms returning to work; social acceptance of working mothers; mental health of mothers within toxic work environments; various social taboos and how these attitudes affect our work. |
Thursday, October 20
The Evolution of an Effects ConduitBy:
Tech
10:30 - 11:15
DescriptionThe Effects Conduit is a system for expressing and coordinating various effects played in response to gameplay runtime events. Learn how this system was developed and evolved over its 15-year history at Insomniac Games. |
Thursday, October 20
Building TrustBy:
Production
10:30 - 11:15
DescriptionGame development teams of any size are complex human systems with robust potential, a backlog of interesting problems to solve and commitments to fulfill (both internal and external). As game developers and team leaders on the journey of making a game together, we are invited to answer, in our own way, these key questions: What does success look like? Key takeaways: In this talk, I’ll share what we’ve learned in the process of exploring these questions while undertaking increasingly complex challenges, and how a focus on developing trust has become the foundation of how we work. We will go over the practices that we have developed, as well as conversational templates to use with your team. |
Thursday, October 20
Collaborating to attract talentBy:
Partner Stage
10:30 - 11:15
DescriptionIn this fireside chat on talent, experts from Investissement Quebec International, Ubisoft Saguenay, Gearbox Québec and Eidos Sherbrooke will discuss what it’s like to run studios in smaller cities outside Montreal. Innovative recruiting and retention strategies will be shared as well as the studios’ motivations of establishing themselves outside the Greater Montreal Area. | ||
10:45 | |||||||
11:00 | |||||||
11:15 |
Thursday, October 20
Panel VIP – Feeding Frenzy: Insights and Wisdom on Studio AcquisitionsBy:
Main stage
11:15 - 12:00
DescriptionThis panel will explore the recent growth in studio acquisitions across the game industry. From Microsoft’s record-breaking $70billion purchase of Activision-Blizzard to the handful of studios in Canada that have been desirable targets to international buyers. When does it make sense to sell… or not? What does the M&A process look like? How best to survive due diligence? What is life for a studio after the honeymoon is over? Hear from studio leaders that have gone through the process and can share their experiences. Panel VIP - Feeding Frenzy: Insights and Wisdom on Studio Acquisitions Trent Oster, Julian Maroda, Johan Eile, Shum Singh 11:15 12:00 | ||||||
11:30 |
Thursday, October 20
“We want IGN!” – The PR Art of Knowing Your AudienceBy:
Partner Stage
11:30 - 12:15
DescriptionDead Good PR’s Stu Taylor (CEO) and Jake Kulkowski (Head of Influencer Relations) discuss the importance of understanding your target audience, and why the biggest gaming websites might not be the win you think they are | ||||||
11:45 | |||||||
12:00 |
Thursday, October 20
Sponsored Conference by Xsolla: The Unbanked Player: How can you help them get access to your game?By:
Advocacy
12:00 - 12:45
DescriptionInclusion in Games According to the World Bank, close to 25% of the world’s population is considered to be “unbanked” because they don’t have access to credit cards or universally accepted bank accounts. However, a significant portion of the population is employed and has access to mobile phones, gaming PCs, or consoles, but cannot purchase games or in-game items because very few platforms allow them to pay in their preferred local payment method. Learn how you can reach these unbanked players from around the world for your games. Key Takeways: Learn about the Unbanked population of the world, and challenges surrounding them regarding access to games. |
Thursday, October 20
Sponsored Conference by Lucky VR: Building Vegas in the metaverseBy:
Tech
12:00 - 12:45
DescriptionLucky VR’s approach to build Vegas in the Metaverse Many companies are racing to build metaverses and capture huge business opportunities. Big tech companies are trying to update their operating system to evolve past the App model, AAA game companies are looking at updating their open world games into live products with UGC. Others are looking at building their world first and then adding content to it while the Web3 initiative is looking at interoperability between experiences at a general level. The metaverse that Lucky VR is building has started on simpler ground, with a very successful VR poker live game, progressively adding more games, a casino and eventually a city. This presentation will cover the product/technology roadmaps and the refactoring to build our Virtual Vegas into a metaverse. Key Takeways: Steps toward building a metaverse |
Thursday, October 20
Sponsored Conference by EA Motive: Fearless, Not Foolish: The Motive ApproachBy:
Production
12:00 - 12:45
DescriptionThe Motive Approach Motive is unique in its approach to game development, in how it elevates and provides opportunities for its people, and in how it fosters a transparent and collaborative relationship with its communities to make the best games possible that fans want. Through this panel, we hope to highlight why this makes Motive a great place to make great games, but also ways that the industry can adopt an inclusive, transparent and growth-centered approach to development Key Takeways: At a high-level, attendees will come away with practical advice on how to integrate inclusion, transparency and learning throughout every area of studio production, with examples that range from developing people to product. | ||||
12:15 | |||||||
12:30 | |||||||
12:45 |
Thursday, October 20
Towards better integration of workplace learningBy:
Partner Stage
12:45 - 1:45
Description“This conference in French presents the praxeology of knowledge transfer between educational institutions and game development studios. Based on research done by game design researchers at UQAT, this presentation describes a methodological research approach to foster the integration of learning in the workplace as well as the lessons learned from a pilot project carried out in the field. Finally, the ARRIMAGE project, created by SYNTHÈSE, puts forward the testimony of a collaboration between a professional and a student intern. Towards better integration of workplace learning Jean-Pierre Flayeux, Professeur, Codirecteur du département et du Module Création et nouveaux médias à l'UQAT, [email protected] 12:45 1:45 | ||||||
1:00 |
Thursday, October 20
Don’t Pass on the Battle PassBy:
Business
1:00 - 1:45
DescriptionThe Battle Pass seems to have emerged out of nowhere as a top meta-game system in Free to Play mobile games. Its prominence is well-deserved: It’s that rare, picture-perfect feature that seems to have it all: a) Ready-made to highlight and excite with new content every new release/season. b) Strong and proven retention booster — clear and obvious ability to draw players back in. c) Exceptionally good as a way to monetize, especially for converting first-time spenders. Even many word games and spritely match-three titles without a hint of battle can benefit from a Battle Pass-like system. |
Thursday, October 20
TombStar’s Narrative DesignBy:
Creativity
1:00 - 1:45
DescriptionTombStar is a space western roguelike which faced the same challenges any developer does in this genre: how to add narrative into a game which repeats again, and again, and again? And what purpose does the narrative serve? This talk is an exploration of the methods used, what worked, and what could have been improved on in a project with limited scope and a core team of 5 people. |
Thursday, October 20
Indie Community Support Systems: Nurturing the game creation ecosystemBy:
Advocacy
1:00 - 1:45
DescriptionIt takes a village to make a game! This panel session will explore programs and initiatives used to nurture and support indies, startups, and hobbyist game creators and artists. From business coaching to mentoring first-time creators and marginalized voices, to offering mental health and wellness support, there is so much amazing work being done to ensure game developers have the best chance to succeed. Moderated by Jason Della Rocca. Indie Community Support Systems: Nurturing the game creation ecosystem Marie Laurence Sauvé, Derek Kwan, Yiyi Zhang,
Moderator: Jason Della Rocca 1:00 1:45 |
Thursday, October 20
AI for CharactersBy:
Tech
1:00 - 1:45
DescriptionDescription coming soon…
Thursday, October 20
AI for Game TestingBy:
Tech
1:00 - 1:45
DescriptionDescription coming soon…
Thursday, October 20
Automated Game TestingBy:
Tech
1:00 - 1:45
DescriptionTesting video games is one of the most important parts of game development. Today with the increasing size of the game maps it becomes impossible for QA testers to test everything. To solve this problem, Eidos Sherbrooke and Matsuko have developed a plugin for Unreal5, which allows test automation. This plugin interfaces with the FTEST system used in UE5. In this presentation, we will introduce you to one of the features of this plugin which is the Explicit Plan Agent (EPA) : Agent takes control of the player character and follows follows pre-determined Plans explicitly. Plans are composed of Nodes and Rules, that the user has defined in advance. Runs in Functional Tests both in Editor and Builds. This plugin helps QA testers, but also developers: it helps validating that new features do not introduce breaking changes, and allows to detect regressions automatically throughout the development cycle.
|
Thursday, October 20
Guerilla playtesting: lessons in UX playtesting your gamesBy:
Production
1:00 - 1:45
DescriptionUX Playtesting sessions are becoming more integrated into game development cycles. However, conducting these sessions is not always feasible or affordable for smaller game studios, as they often require specialized equipment and expertise. In this talk, I provide guidelines for how small studios with low budgets can benefit from UX playtesting their games. Using recent, real-world examples, I discuss the approaches, methods, and equipment used to build an effective playtesting setup to help game developers optimize the player experience for their titles. | ||
1:15 | |||||||
1:30 | |||||||
1:45 | |||||||
2:00 |
Thursday, October 20
Archetypes for WatchabilityBy:
Business
2:00 - 2:45
DescriptionWith the rise in popularity of video games, the game industry found a new paradigm, video game can be player but they can also be watched. Nowadays game studios need to need to create their game considering both players and spectators. Archetypes of Watchability is a first step to create a series of spectators models (similar to the Bartle players’ type) that can be used to better understand the spectator’s needs. |
Thursday, October 20
Game Pillars EvolvedBy:
Creativity
2:00 - 2:45
DescriptionHave you ever worked on a game that had a hard reset, and changed its creative vision? Having worked for studios such as WB Games, Ubisoft, Capcom, Eidos, and Jagex, industry vet Marie Mejerwall has seen this happen many times and put all her learnings from it into her own, refined model of Game Pillars. In this talk, she expands traditional Game Pillars with concepts such as Themes, Boundaries, and Synergies to help teams better align around a cohesive, common vision and focus on finding synergies while still leaving room for exploring and finding the fun. |
Thursday, October 20
Behaviour’s DNA: Combining work for hire and IP publishingBy:
Partner Stage
2:00 - 2:45
DescriptionBehaviour has been around for 30 years now. Like many Indian studios, offering services has been an integral part of our business model since the very beginning. While we have experienced impressive growth and success with our original IP Dead by Daylight, we continue to be passionate about developing games for other publishers. So this talk will answer the question we are so often asked: why? Behaviour's DNA: Combining work for hire and IP publishing Stéphanie Marchand, Jean-François Mercure-Burroughs 2:00 2:45 | ||||
2:15 | |||||||
2:30 | |||||||
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Business
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Thursday, October 20
COFFEE BREAKBy:
Creativity
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Thursday, October 20
COFFEE BREAKBy:
Advocacy
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Thursday, October 20
COFFEE BREAKBy:
Tech
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke |
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||
3:00 |
Thursday, October 20
How to get the most out of influencer marketingBy:
Partner Stage
3:00 - 3:45
DescriptionExplore the new practices in the world of influencer marketing in 2022. We discuss using data to get the most out of your influencer marketing campaign on Twitch, YouTube and TikTok. We’ll share some insight on current and future trends in this field. You’ll leave this keynote with some concrete tools to get the best results for your next influencer marketing campaign. | ||||||
3:15 | |||||||
3:30 | |||||||
3:45 |
Thursday, October 20
The Emerging Power of Creators in GamingBy:
Business
3:45 - 4:30
DescriptionPresented by Colin DeShong, the Head of Game Commerce and former Chief Creative Officer at Loaded, one of the industry’s leading creator, brand, and game developer consultancy firms, The Emerging Power of Creators in Game Development is a glimpse inside the latest influencer trends in the video game industry. From fundraising new titles, to co-developing, playtesting, and marketing, creators are mobilizing their audiences like never before to build an industry for tomorrow that better understands what gamers everywhere want out of their games. |
Thursday, October 20
Playing in the Space: How to Build Stories that ShipBy:
Creativity
3:45 - 4:15
DescriptionWhen it comes to game stories, there’s a lot that happens between ideation, execution, and final ship— and it’s easy to get lost in the sauce when it comes to holding a narrative together throughout a project’s lifetime. In this presentation by members of the Sweet Baby Inc team, attendees will learn about how to build effective narrative pipelines, and how to better consider and scope their stories to ensure that what ends up in the player’s hands is as close as possible to what the team intends. Moderated by Arthur Potasio. Moderated by Camerin Wild Playing in the Space: How to Build Stories that Ship David Bedard, Paula Diane Rogers, Maxine Sophia Wolff, Kim Belair 3:45 4:15 |
Thursday, October 20
Keys to a Diverse WorkforceBy:
Advocacy
3:45 - 4:30
DescriptionWe all know that diversity is important. This talk is about HOW to achieve & sustain more diversity in the video game industry. We will discuss hiring & retention practices & how to get past our own biases. |
Thursday, October 20
Murphy’s law and Multiplayer gamesBy:
Tech
3:45 - 4:30
DescriptionNowhere in the gaming industry does Murphy’s law applies more often than when making online multiplayer games; everything that can go wrong, will go wrong. Vincent Archambault’s many years of experience working on multiplayer titles have taught him this lesson, and he will share the different pitfalls and issues he has seen in his career so that you are prepared when faced with the inevitable. |
Thursday, October 20
Balancing Creativity and ManagementBy:
Production
3:45 - 4:30
DescriptionThrough working from home and wearing the multiple hats required of a studio director and indie developer, Dave Proctor discusses his daily time management, and how to tackle “The Everything” that’s required to both make a game and release it on time while running a studio in the background. | ||
4:00 |
Thursday, October 20
The Sandbox Maker Roadmap – Creation of a UGC game engine with a no-code approachBy:
Partner Stage
4:00 - 4:30
Description“The Sandbox is the leader of a decentralized metaverse on web 3.0 where Players and Creators can earn incomes through the SAND token. Will you become a neighbor of Snoop Dogg, The Walking Dead, Gucci, Atari, Ubisoft, Steve Aoki, Jamiroquai, and other talented artists in the Metaverse?”The Sandbox The Sandbox Maker Roadmap - Creation of a UGC game engine with a no-code approach Rodolphe Recca 4:00 4:30 | ||||||
4:15 | |||||||
4:30 | |||||||
4:45 |
Thursday, October 20
VIP SPEAKER – Is VR Still Five Minutes Away?By:
Main stage
4:45 - 5:30
Description“The VR revolution has been 5 minutes away for 8 years.” This has been the prevailing attitude, but is that still the case? Survios’ Chief Product Officer TQ Jefferson will discuss VR’s journey as an emerging hardware platform: how it has evolved from a costly technological dream to an affordable, approachable and accessible reality. |
Thursday, October 20
Online gaming connectivity reportBy:
Partner Stage
4:45 - 5:00
Description“Lag has been an accepted part of the gaming experience for decades. Despite major advances across nearly every facet of gaming in recent years, it still seems like an ever-present issue. But just how widespread is the problem today? To find out, Edgegap commissioned an independent report from the independent firm Bryter to better understand performance in online games and how players perceive key issues like lag and latency. The research drew insights from over 2000 gamers based in the UK and USA across PC, mobile and console. To ensure the report captured the perceptions of ‘real’ gamers, the respondents averaged between eight and nine hours every week of playtime. The result? Online Gaming Connectivity Report 2022. | |||||
5:00 | |||||||
5:15 |
Thursday, October 20
Broken Edge or how to approach PvP fighting in VRBy:
Partner Stage
5:15 - 5:45
DescriptionBroken Edge is a sword duel game, it’s PvP in VR in a fantasy world. Hand-to-hand combat is one of the biggest challenges in VR (especially in PvP). The difficulty in reproducing convincing clashes has been called an “unavoidable problem that plagues the entire genre” by UploadVR in a recent publication. The concept of Broken Edge directly addresses this problem in order to make room for the cathartic pleasure of beating each other up with friends. The presentation will look at the development of the game which will be launched soon. | ||||||
5:30 |
Main stage
-
9:45 - 10:15
-
9:45 - 10:15
-
11:15 - 12:00
-
4:45 - 5:30
Business
-
1:00 - 1:45
-
2:00 - 2:45
-
2:45 - 3:45
-
3:45 - 4:30
Creativity
-
10:30 - 11:15
-
1:00 - 1:45
-
2:00 - 2:45
-
2:45 - 3:45
-
3:45 - 4:15
Advocacy
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:45
-
2:45 - 3:45
-
3:45 - 4:30
Tech
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:45
-
1:00 - 1:45
-
1:00 - 1:45
-
2:45 - 3:45
-
3:45 - 4:30
Production
-
10:30 - 11:15
-
12:00 - 12:45
-
1:00 - 1:45
-
2:45 - 3:45
-
2:45 - 3:45
-
2:45 - 3:45
-
3:45 - 4:30
Partner Stage
-
10:00 - 10:15
-
10:30 - 11:15
-
11:30 - 12:15
-
12:45 - 1:45
-
2:00 - 2:45
-
3:00 - 3:45
-
4:00 - 4:30
-
4:45 - 5:00
-
5:15 - 5:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:00 |
Thursday, October 20
How to get the most out of influencer marketingBy:
Partner Stage
3:00 - 3:45
DescriptionExplore the new practices in the world of influencer marketing in 2022. We discuss using data to get the most out of your influencer marketing campaign on Twitch, YouTube and TikTok. We’ll share some insight on current and future trends in this field. You’ll leave this keynote with some concrete tools to get the best results for your next influencer marketing campaign. | ||||||
3:15 | |||||||
3:30 |
Partner Stage
-
3:00 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Thursday, October 20
Behaviour’s DNA: Combining work for hire and IP publishingBy:
Partner Stage
2:00 - 2:45
DescriptionBehaviour has been around for 30 years now. Like many Indian studios, offering services has been an integral part of our business model since the very beginning. While we have experienced impressive growth and success with our original IP Dead by Daylight, we continue to be passionate about developing games for other publishers. So this talk will answer the question we are so often asked: why? Behaviour's DNA: Combining work for hire and IP publishing Stéphanie Marchand, Jean-François Mercure-Burroughs 2:00 2:45 | ||||||
2:15 | |||||||
2:30 |
Partner Stage
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
5:15 |
Thursday, October 20
Broken Edge or how to approach PvP fighting in VRBy:
Partner Stage
5:15 - 5:45
DescriptionBroken Edge is a sword duel game, it’s PvP in VR in a fantasy world. Hand-to-hand combat is one of the biggest challenges in VR (especially in PvP). The difficulty in reproducing convincing clashes has been called an “unavoidable problem that plagues the entire genre” by UploadVR in a recent publication. The concept of Broken Edge directly addresses this problem in order to make room for the cathartic pleasure of beating each other up with friends. The presentation will look at the development of the game which will be launched soon. | ||||||
5:30 |
Partner Stage
-
5:15 - 5:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
4:45 |
Thursday, October 20
Online gaming connectivity reportBy:
Partner Stage
4:45 - 5:00
Description“Lag has been an accepted part of the gaming experience for decades. Despite major advances across nearly every facet of gaming in recent years, it still seems like an ever-present issue. But just how widespread is the problem today? To find out, Edgegap commissioned an independent report from the independent firm Bryter to better understand performance in online games and how players perceive key issues like lag and latency. The research drew insights from over 2000 gamers based in the UK and USA across PC, mobile and console. To ensure the report captured the perceptions of ‘real’ gamers, the respondents averaged between eight and nine hours every week of playtime. The result? Online Gaming Connectivity Report 2022. |
Partner Stage
-
4:45 - 5:00
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
4:00 |
Thursday, October 20
The Sandbox Maker Roadmap – Creation of a UGC game engine with a no-code approachBy:
Partner Stage
4:00 - 4:30
Description“The Sandbox is the leader of a decentralized metaverse on web 3.0 where Players and Creators can earn incomes through the SAND token. Will you become a neighbor of Snoop Dogg, The Walking Dead, Gucci, Atari, Ubisoft, Steve Aoki, Jamiroquai, and other talented artists in the Metaverse?”The Sandbox The Sandbox Maker Roadmap - Creation of a UGC game engine with a no-code approach Rodolphe Recca 4:00 4:30 | ||||||
4:15 |
Partner Stage
-
4:00 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:45 |
Thursday, October 20
Towards better integration of workplace learningBy:
Partner Stage
12:45 - 1:45
Description“This conference in French presents the praxeology of knowledge transfer between educational institutions and game development studios. Based on research done by game design researchers at UQAT, this presentation describes a methodological research approach to foster the integration of learning in the workplace as well as the lessons learned from a pilot project carried out in the field. Finally, the ARRIMAGE project, created by SYNTHÈSE, puts forward the testimony of a collaboration between a professional and a student intern. Towards better integration of workplace learning Jean-Pierre Flayeux, Professeur, Codirecteur du département et du Module Création et nouveaux médias à l'UQAT, [email protected] 12:45 1:45 | ||||||
1:00 | |||||||
1:15 | |||||||
1:30 |
Partner Stage
-
12:45 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
11:30 |
Thursday, October 20
“We want IGN!” – The PR Art of Knowing Your AudienceBy:
Partner Stage
11:30 - 12:15
DescriptionDead Good PR’s Stu Taylor (CEO) and Jake Kulkowski (Head of Influencer Relations) discuss the importance of understanding your target audience, and why the biggest gaming websites might not be the win you think they are | ||||||
11:45 | |||||||
12:00 |
Partner Stage
-
11:30 - 12:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Thursday, October 20
Collaborating to attract talentBy:
Partner Stage
10:30 - 11:15
DescriptionIn this fireside chat on talent, experts from Investissement Quebec International, Ubisoft Saguenay, Gearbox Québec and Eidos Sherbrooke will discuss what it’s like to run studios in smaller cities outside Montreal. Innovative recruiting and retention strategies will be shared as well as the studios’ motivations of establishing themselves outside the Greater Montreal Area. | ||||||
10:45 | |||||||
11:00 |
Partner Stage
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:00 |
Thursday, October 20
Fresh Start: Building a new franchise and AAA studio in MontrealBy:
Partner Stage
10:00 - 10:15
DescriptionMontreal is known for creating some of the most beloved franchises in video games history. Join TiMi Montreal developers as they share their learnings about creating a unique game experience while building a new, AAA game development studio.
Fresh Start: Building a new franchise and AAA studio in Montreal Genevieve Danforth, producer (modératrice) 10:00 10:15 |
Partner Stage
-
10:00 - 10:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Thursday, October 20
Keys to a Diverse WorkforceBy:
Advocacy
3:45 - 4:30
DescriptionWe all know that diversity is important. This talk is about HOW to achieve & sustain more diversity in the video game industry. We will discuss hiring & retention practices & how to get past our own biases. | ||||||
4:00 | |||||||
4:15 |
Advocacy
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Thursday, October 20
The Emerging Power of Creators in GamingBy:
Business
3:45 - 4:30
DescriptionPresented by Colin DeShong, the Head of Game Commerce and former Chief Creative Officer at Loaded, one of the industry’s leading creator, brand, and game developer consultancy firms, The Emerging Power of Creators in Game Development is a glimpse inside the latest influencer trends in the video game industry. From fundraising new titles, to co-developing, playtesting, and marketing, creators are mobilizing their audiences like never before to build an industry for tomorrow that better understands what gamers everywhere want out of their games. | ||||||
4:00 | |||||||
4:15 |
Business
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
Automated Game TestingBy:
Tech
1:00 - 1:45
DescriptionTesting video games is one of the most important parts of game development. Today with the increasing size of the game maps it becomes impossible for QA testers to test everything. To solve this problem, Eidos Sherbrooke and Matsuko have developed a plugin for Unreal5, which allows test automation. This plugin interfaces with the FTEST system used in UE5. In this presentation, we will introduce you to one of the features of this plugin which is the Explicit Plan Agent (EPA) : Agent takes control of the player character and follows follows pre-determined Plans explicitly. Plans are composed of Nodes and Rules, that the user has defined in advance. Runs in Functional Tests both in Editor and Builds. This plugin helps QA testers, but also developers: it helps validating that new features do not introduce breaking changes, and allows to detect regressions automatically throughout the development cycle.
| ||||||
1:15 | |||||||
1:30 |
Tech
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
AI for CharactersBy:
Tech
1:00 - 1:45
DescriptionDescription coming soon… | ||||||
1:15 | |||||||
1:30 |
Tech
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Thursday, October 20
Sponsored Conference by Lucky VR: Building Vegas in the metaverseBy:
Tech
12:00 - 12:45
DescriptionLucky VR’s approach to build Vegas in the Metaverse Many companies are racing to build metaverses and capture huge business opportunities. Big tech companies are trying to update their operating system to evolve past the App model, AAA game companies are looking at updating their open world games into live products with UGC. Others are looking at building their world first and then adding content to it while the Web3 initiative is looking at interoperability between experiences at a general level. The metaverse that Lucky VR is building has started on simpler ground, with a very successful VR poker live game, progressively adding more games, a casino and eventually a city. This presentation will cover the product/technology roadmaps and the refactoring to build our Virtual Vegas into a metaverse. Key Takeways: Steps toward building a metaverse | ||||||
12:15 | |||||||
12:30 |
Tech
-
12:00 - 12:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Thursday, October 20
Sponsored Conference by EA Motive: Fearless, Not Foolish: The Motive ApproachBy:
Production
12:00 - 12:45
DescriptionThe Motive Approach Motive is unique in its approach to game development, in how it elevates and provides opportunities for its people, and in how it fosters a transparent and collaborative relationship with its communities to make the best games possible that fans want. Through this panel, we hope to highlight why this makes Motive a great place to make great games, but also ways that the industry can adopt an inclusive, transparent and growth-centered approach to development Key Takeways: At a high-level, attendees will come away with practical advice on how to integrate inclusion, transparency and learning throughout every area of studio production, with examples that range from developing people to product. | ||||||
12:15 | |||||||
12:30 |
Production
-
12:00 - 12:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Thursday, October 20
Murphy’s law and Multiplayer gamesBy:
Tech
3:45 - 4:30
DescriptionNowhere in the gaming industry does Murphy’s law applies more often than when making online multiplayer games; everything that can go wrong, will go wrong. Vincent Archambault’s many years of experience working on multiplayer titles have taught him this lesson, and he will share the different pitfalls and issues he has seen in his career so that you are prepared when faced with the inevitable. | ||||||
4:00 | |||||||
4:15 |
Tech
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
12:00 |
Thursday, October 20
Sponsored Conference by Xsolla: The Unbanked Player: How can you help them get access to your game?By:
Advocacy
12:00 - 12:45
DescriptionInclusion in Games According to the World Bank, close to 25% of the world’s population is considered to be “unbanked” because they don’t have access to credit cards or universally accepted bank accounts. However, a significant portion of the population is employed and has access to mobile phones, gaming PCs, or consoles, but cannot purchase games or in-game items because very few platforms allow them to pay in their preferred local payment method. Learn how you can reach these unbanked players from around the world for your games. Key Takeways: Learn about the Unbanked population of the world, and challenges surrounding them regarding access to games. | ||||||
12:15 | |||||||
12:30 |
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Business
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Business
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
AI for Game TestingBy:
Tech
1:00 - 1:45
DescriptionDescription coming soon… | ||||||
1:15 | |||||||
1:30 |
Tech
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Advocacy
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Advocacy
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Tech
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Tech
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Thursday, October 20
Building TrustBy:
Production
10:30 - 11:15
DescriptionGame development teams of any size are complex human systems with robust potential, a backlog of interesting problems to solve and commitments to fulfill (both internal and external). As game developers and team leaders on the journey of making a game together, we are invited to answer, in our own way, these key questions: What does success look like? Key takeaways: In this talk, I’ll share what we’ve learned in the process of exploring these questions while undertaking increasingly complex challenges, and how a focus on developing trust has become the foundation of how we work. We will go over the practices that we have developed, as well as conversational templates to use with your team. | ||||||
10:45 | |||||||
11:00 |
Production
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Production
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:45 |
Thursday, October 20
The Art and Science of AAA Co-Development – Fireside chat KeynoteBy:
Main stage
9:45 - 10:15
DescriptionSome people believe the future isn’t as bright for companies supporting other studio’s AAA game development. We are here to tell you otherwise. Certain Affinity® has made a name for itself over the past 15 years by partnering with best in class studios and publishers on world renowned franchises like Call of Duty®, Halo®, World of Tanks®, Left 4 Dead®, Hearthstone® and many more. As a premier co-developer, Certain Affinity and its talented team has collaborated with top tier industry talent, worked on amazing tools and tech, and supported some of the biggest games and franchises in industry history. Join us for a Fireside Chat with President and COO, Paul Sams to learn more about the past, present, and future of AAA co-development. The Art and Science of AAA Co-Development - Fireside chat Keynote Paul Sams, moderator : Lucie Lalumiere 9:45 10:15 | ||||||
10:00 |
Main stage
-
9:45 - 10:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Production
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Production
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Production
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:45 |
Thursday, October 20
COFFEE BREAKBy:
Creativity
2:45 - 3:45
DescriptionCoffee provided by : Beenox, Behavior, Ludia, Invoke | ||||||
3:00 | |||||||
3:15 | |||||||
3:30 |
Creativity
-
2:45 - 3:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
9:45 |
Thursday, October 20,
Tuesday, October 18
KeynoteBy:
Main stage
9:45 - 10:15
DescriptionDescription coming soon… | ||||||
10:00 |
Main stage
-
9:45 - 10:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Thursday, October 20
Game Pillars EvolvedBy:
Creativity
2:00 - 2:45
DescriptionHave you ever worked on a game that had a hard reset, and changed its creative vision? Having worked for studios such as WB Games, Ubisoft, Capcom, Eidos, and Jagex, industry vet Marie Mejerwall has seen this happen many times and put all her learnings from it into her own, refined model of Game Pillars. In this talk, she expands traditional Game Pillars with concepts such as Themes, Boundaries, and Synergies to help teams better align around a cohesive, common vision and focus on finding synergies while still leaving room for exploring and finding the fun. | ||||||
2:15 | |||||||
2:30 |
Creativity
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Thursday, October 20
Being a Mother in the Gaming IndustryBy:
Advocacy
10:30 - 11:15
DescriptionPersonal testimonies from 18 years in the game industry and inputs from an array of moms from various countries within the industry regarding daily challenges balancing motherhood with a career. Topics covered: laws on maternity leave globally; challenges of new moms returning to work; social acceptance of working mothers; mental health of mothers within toxic work environments; various social taboos and how these attitudes affect our work. | ||||||
10:45 | |||||||
11:00 |
Advocacy
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Thursday, October 20
Balancing Creativity and ManagementBy:
Production
3:45 - 4:30
DescriptionThrough working from home and wearing the multiple hats required of a studio director and indie developer, Dave Proctor discusses his daily time management, and how to tackle “The Everything” that’s required to both make a game and release it on time while running a studio in the background. | ||||||
4:00 | |||||||
4:15 |
Production
-
3:45 - 4:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
Don’t Pass on the Battle PassBy:
Business
1:00 - 1:45
DescriptionThe Battle Pass seems to have emerged out of nowhere as a top meta-game system in Free to Play mobile games. Its prominence is well-deserved: It’s that rare, picture-perfect feature that seems to have it all: a) Ready-made to highlight and excite with new content every new release/season. b) Strong and proven retention booster — clear and obvious ability to draw players back in. c) Exceptionally good as a way to monetize, especially for converting first-time spenders. Even many word games and spritely match-three titles without a hint of battle can benefit from a Battle Pass-like system. | ||||||
1:15 | |||||||
1:30 |
Business
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
4:45 |
Thursday, October 20
VIP SPEAKER – Is VR Still Five Minutes Away?By:
Main stage
4:45 - 5:30
Description“The VR revolution has been 5 minutes away for 8 years.” This has been the prevailing attitude, but is that still the case? Survios’ Chief Product Officer TQ Jefferson will discuss VR’s journey as an emerging hardware platform: how it has evolved from a costly technological dream to an affordable, approachable and accessible reality. | ||||||
5:00 | |||||||
5:15 |
Main stage
-
4:45 - 5:30
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
Guerilla playtesting: lessons in UX playtesting your gamesBy:
Production
1:00 - 1:45
DescriptionUX Playtesting sessions are becoming more integrated into game development cycles. However, conducting these sessions is not always feasible or affordable for smaller game studios, as they often require specialized equipment and expertise. In this talk, I provide guidelines for how small studios with low budgets can benefit from UX playtesting their games. Using recent, real-world examples, I discuss the approaches, methods, and equipment used to build an effective playtesting setup to help game developers optimize the player experience for their titles. | ||||||
1:15 | |||||||
1:30 |
Production
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Thursday, October 20
Tilting at Windmills: The Quest for Better Quest DesignBy:
Creativity
10:30 - 11:15
DescriptionYou COULD be the chosen one, destined to save us from certain ruin. But before I tell you how to find the Golden MacGuffin, you must prove yourself…by killing ten rats. What tools are there to make quests more engaging? How can we improve them with no additional development cost? Can we get players to care about more than mechanical rewards? Find out at The Quest for Better Quest Design. Tilting at Windmills: The Quest for Better Quest Design James Portnow, Jesse Scoble, Tanya X. Short 10:30 11:15 | ||||||
10:45 | |||||||
11:00 |
Creativity
-
10:30 - 11:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
11:15 |
Thursday, October 20
Panel VIP – Feeding Frenzy: Insights and Wisdom on Studio AcquisitionsBy:
Main stage
11:15 - 12:00
DescriptionThis panel will explore the recent growth in studio acquisitions across the game industry. From Microsoft’s record-breaking $70billion purchase of Activision-Blizzard to the handful of studios in Canada that have been desirable targets to international buyers. When does it make sense to sell… or not? What does the M&A process look like? How best to survive due diligence? What is life for a studio after the honeymoon is over? Hear from studio leaders that have gone through the process and can share their experiences. Panel VIP - Feeding Frenzy: Insights and Wisdom on Studio Acquisitions Trent Oster, Julian Maroda, Johan Eile, Shum Singh 11:15 12:00 | ||||||
11:30 | |||||||
11:45 |
Main stage
-
11:15 - 12:00
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
Indie Community Support Systems: Nurturing the game creation ecosystemBy:
Advocacy
1:00 - 1:45
DescriptionIt takes a village to make a game! This panel session will explore programs and initiatives used to nurture and support indies, startups, and hobbyist game creators and artists. From business coaching to mentoring first-time creators and marginalized voices, to offering mental health and wellness support, there is so much amazing work being done to ensure game developers have the best chance to succeed. Moderated by Jason Della Rocca. Indie Community Support Systems: Nurturing the game creation ecosystem Marie Laurence Sauvé, Derek Kwan, Yiyi Zhang,
Moderator: Jason Della Rocca 1:00 1:45 | ||||||
1:15 | |||||||
1:30 |
Advocacy
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
3:45 |
Thursday, October 20
Playing in the Space: How to Build Stories that ShipBy:
Creativity
3:45 - 4:15
DescriptionWhen it comes to game stories, there’s a lot that happens between ideation, execution, and final ship— and it’s easy to get lost in the sauce when it comes to holding a narrative together throughout a project’s lifetime. In this presentation by members of the Sweet Baby Inc team, attendees will learn about how to build effective narrative pipelines, and how to better consider and scope their stories to ensure that what ends up in the player’s hands is as close as possible to what the team intends. Moderated by Arthur Potasio. Moderated by Camerin Wild Playing in the Space: How to Build Stories that Ship David Bedard, Paula Diane Rogers, Maxine Sophia Wolff, Kim Belair 3:45 4:15 | ||||||
4:00 |
Creativity
-
3:45 - 4:15
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
1:00 |
Thursday, October 20
TombStar’s Narrative DesignBy:
Creativity
1:00 - 1:45
DescriptionTombStar is a space western roguelike which faced the same challenges any developer does in this genre: how to add narrative into a game which repeats again, and again, and again? And what purpose does the narrative serve? This talk is an exploration of the methods used, what worked, and what could have been improved on in a project with limited scope and a core team of 5 people. | ||||||
1:15 | |||||||
1:30 |
Creativity
-
1:00 - 1:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
2:00 |
Thursday, October 20
Archetypes for WatchabilityBy:
Business
2:00 - 2:45
DescriptionWith the rise in popularity of video games, the game industry found a new paradigm, video game can be player but they can also be watched. Nowadays game studios need to need to create their game considering both players and spectators. Archetypes of Watchability is a first step to create a series of spectators models (similar to the Bartle players’ type) that can be used to better understand the spectator’s needs. | ||||||
2:15 | |||||||
2:30 |
Business
-
2:00 - 2:45
Main stage | Business | Creativity | Advocacy | Tech | Production | Partner Stage | |
---|---|---|---|---|---|---|---|
10:30 |
Thursday, October 20
The Evolution of an Effects ConduitBy:
Tech
10:30 - 11:15
DescriptionThe Effects Conduit is a system for expressing and coordinating various effects played in response to gameplay runtime events. Learn how this system was developed and evolved over its 15-year history at Insomniac Games. | ||||||
10:45 | |||||||
11:00 |
Tech
-
10:30 - 11:15
- All Events
- Level up your IP strategy
- We need to talk: the importance of sound in games for an immersive experience
- Phil Branch et Red Barells
- What Makes a Good Concept Artist?
- GlobalStep: Data analysis for localization
- Level up your IP strategy
- Andy the Frenchy - Musical performance
- Valérie Lévesque
- Student panel - Testimonials: video-gaming training programs at the college level
- Andy the Frenchy
- Quiz Tonic
- GAME ON: Creativity, Game Development, and Tech Innovation
- Design mechanics for a Narrative Atmospheric bicycle road trip game. A Practical Case.
- A Quest For Good Games
- Prelude to an epic adventure!
- Triotech: We’re for real
- All Events
- Level up your IP strategy
- We need to talk: the importance of sound in games for an immersive experience
- Phil Branch et Red Barells
- What Makes a Good Concept Artist?
- GlobalStep: Data analysis for localization
- Level up your IP strategy
- Andy the Frenchy - Musical performance
- Valérie Lévesque
- Student panel - Testimonials: video-gaming training programs at the college level
- Andy the Frenchy
- Quiz Tonic
- GAME ON: Creativity, Game Development, and Tech Innovation
- Design mechanics for a Narrative Atmospheric bicycle road trip game. A Practical Case.
- A Quest For Good Games
- Prelude to an epic adventure!
- Triotech: We’re for real
Scène Spotlight | Partner Stage | |
---|---|---|
10:00 |
Friday, October 21
Level up your IP strategyBy:
Partner Stage
10:00 - 10:30
Description“This event will provide an understanding of Intellectual Property (IP) law and its potential for the gaming industry.
Friday, October 21
Level up your IP strategyBy:
Partner Stage
10:00 - 10:30
DescriptionThis event provides a better understanding of intellectual property (IP) in the field of video games. | |
10:15 | ||
10:30 |
Friday, October 21
Phil Branch et Red BarellsBy:
Scène Spotlight
10:30 - 11:30
DescriptionUne entrevue médiatique ainsi que des interactions
Friday, October 21
Phil Branch et Red BarellsBy:
Scène Spotlight
10:30 - 11:30
DescriptionA media interview and interactions | |
10:45 |
Friday, October 21
Triotech: We’re for realBy:
Partner Stage
10:45 - 11:00
DescriptionSince we are a relatively unknown entity in the Montreal games community, we will take this opportunity to present ourselves and our company for the first time. We will explain our similarities to the games industry and highlight our differences both in our product range and work processes. | |
11:00 | ||
11:15 |
Friday, October 21
Prelude to an epic adventure!By:
Partner Stage
11:15 - 11:30
DescriptionLearn more about Shishi Studios, a small but ambitious independent game studio! | |
11:30 | ||
11:45 | ||
12:00 |
Friday, October 21
Quiz TonicBy:
Scène Spotlight
12:00 - 12:45
DescriptionInteractive quiz about video games
Friday, October 21
Quiz TonicBy:
Scène Spotlight
12:00 - 12:45
DescriptionQuiz intéractif sur la thématique des jeux vidéo | |
12:15 | ||
12:30 |
Friday, October 21
We need to talk: the importance of sound in games for an immersive experienceBy:
Partner Stage
12:30 - 12:45
DescriptionHuman beings are very sociable creatures, we need to exchange conversations, share our ideas and discuss our fears. Some people love to talk, and others prefer physical touch, but the idea of socialising and being in contact with one another remains the same. Sensory deprivation experiments have shown that participants become disoriented, have difficulty concentrating and are unable to solve problems. In some highly extreme cases, participants have been seen to have auditory and visual hallucina We need to talk: the importance of sound in games for an immersive experience Patricia Toledo 12:30 12:45 | |
12:45 | ||
1:00 |
Friday, October 21
A Quest For Good GamesBy:
Partner Stage
1:00 - 1:15
DescriptionA quick introduction to QuestYard and our quest for good games, including our projects, experiments and vision. | |
1:15 |
Friday, October 21
Andy the FrenchyBy:
Scène Spotlight
1:15 - 2:15
DescriptionParticipate in mainstream content by participating in media interviews as well as interactions with participating studio representatives and visitors
Friday, October 21
Andy the FrenchyBy:
Scène Spotlight
1:15 - 2:15
DescriptionParticiper au contenu grand public en participant à des entrevues médiatiques ainsi que des interactions avec les représentants des studios participants et les visiteurs | |
1:30 |
Friday, October 21
Design mechanics for a Narrative Atmospheric bicycle road trip game. A Practical Case.By:
Partner Stage
1:30 - 1:45
DescriptionDesign mechanics for a Narrative Atmospheric bicycle road trip game. A Practical Case. Design mechanics for a Narrative Atmospheric bicycle road trip game. A Practical Case. Sébastien Berton 1:30 1:45 | |
1:45 | ||
2:00 |
Friday, October 21
GAME ON: Creativity, Game Development, and Tech InnovationBy:
Partner Stage
2:00 - 2:15
DescriptionJoin Sean Jalbert – Production Manager at Spearhead Games, Marco Nali – Country Manager, Enterprise Business, Canada at AMD, and Mark Stephens – Head of marketing at Images & Technologie as they discuss what inspires the creative process and what drives tech innovation in the game development space. | |
2:15 | ||
2:30 |
Friday, October 21
GlobalStep: Data analysis for localizationBy:
Partner Stage
2:30 - 2:45
DescriptionMarcelo Martins, Senior Client Engagement Manager at GlobalStep, will be sharing insights and knowledge, explaining the audience how data analysis for games localization helps teams achieve exceptional service quality and how to approach the feedback loop between translation and LQA teams. Marcelo will also demonstrate how GlobalStep developed their own methodology to improve quality of game translation and performance of the teams. | |
2:45 |
Friday, October 21
Student panel – Testimonials: video-gaming training programs at the college levelBy:
Scène Spotlight
2:45 - 3:45
DescriptionThree students from Campus ADN, Dawson College, and ISART Digital will discuss what they are learning in their college programs. The students will discuss the courses they have taken, their choice of specialization, teamwork, challenges, etc. At the end of the discussion, students will present the results of their work in the form of images and videos. Student panel - Testimonials: video-gaming training programs at the college level Conference in French hosted by Albane Français, Director of Communications and Partnerships at SYNTHÈSE. 2:45 3:45
Friday, October 21
Panel étudiant – Témoignages : parcours d’études collégiales en jeu vidéoBy:
Scène Spotlight
2:45 - 3:45
DescriptionTrois étudiant.es du Campus ADN, du Collège Dawson et d’ISART Digital viendront partager ce qu’ils et elles apprennent au sein de leurs programmes d’études collégiales : les cours enseignés, le choix de leur spécialisation, le travail d’équipe, les défis, etc. À la fin de la discussion, les étudiant.es présenteront le fruit de leur travail sous forme d’images et de vidéos. Panel étudiant - Témoignages : parcours d'études collégiales en jeu vidéo Conférence en français animée par Albane Français, Directrice des communications et des partenariats
chez SYNTHÈSE. 2:45 3:45 | |
3:00 | ||
3:15 | ||
3:30 |