Adaptive Music in Kingdom Come: Deliverance
Adam Sporka (Czech Republic)
Warhorse Studios / www.warhorsestudios.cz
Hudba v Kingdom Come: Deliverance reaguje na príbeh, prostredie, počasie a bojové situácie. Výzvou pre nás bolo, aby hudba reagovala čo najrýchlejšie, aby prechody medzi jednotlivými časťami zvukovej stopy boli čo najplynulejšie, a zároveň aby bola dodržaná štruktúra symfonickej hudby, ktorá predstavuje špecifické obmedzenia pre hlasy a harmonické prechody. Vytvorili sme tzv. middleware pre hudbu, Sequence Music, ktorý podporuje rôzne techniky adaptívnej hudby. Niektoré z nich predvediem počas prednášky.
Adam Sporka je adaptívny hudobný dizajnér a inžinier vo Warhorse Studios, ktorý pracuje na Kingdom Come: Deliverance a tiež skúma interakciu človeka s počítačom na Katedre počítačovej grafiky a interakcie Českej vysokej školy technickej v Prahe, kde sa zameriava na interaktívne audio a interaktívnu hudbu.
Cinematic – End-to-End
Michał Azarewicz, Krzysztof Dębski (Poland)
Platige Image / www.platige.com
How to create beautiful cinematic to show how awesome a game is? How to attract gamers? Imagine you have a script. You put a team together and set a time limit of 2-3 months to get from that script to the final film. Where do you start? Where can you fail? I will try to show how we approach such situations here at Platige and what technologies we use to succeed in making cinematics for IPs like the Witcher, Halo and Warhammer: Total War.
Krzysztof Dębski started as a self-taught visualization artist and has become a fulfilled CG Artist. “Imagine entering an empty cube and making your own world inside on your own terms and with your own concept. That’s what making 3D is for me. Developing your own limits. It’s been that way for the past 5 years, even though I passionately studied architecture and couldn’t imagine my world without it. The most important aspect in life is to keep in motion. Brain motion.”
Samorost 3 – Graphics and Animation
Adolf Lachman, Václav Blín (Czech Republic)
Amanita Design / www.amanita-design.net
Adolf Lachman a Václav Blín vám priblížia, čo sa skrýva za vývojom grafiky a animácie k poslednej hre Amanita Design. Vývoj hry Samorost 3 trval päť rokov a je zatiaľ najnáročnejším projektom štúdia. Autori vám ukážu, akými cestami sa uberal vznik originálnej grafiky a akým spôsobom štúdio pracuje.
Adolf Lachman je výtvarník. Študoval v ateliéri klasických maliarskych techník prof. Zd. Berana na AVU v Prahe. Venuje sa grafike počítačových hier, kresleným ilustráciám upraveným v počítači a tvorbe trojrozmerných objektov. Od roku 2008 je členom Amanita Design a podieľal sa na vývoji hry Machinarium a Samorost 3. Žije v Pardubiciach.
Václav Blín je výtvarník a animátor. Študoval v ateliéri animácie pod vedením Jiřího Bartu na VŠUP v Prahe. Od roku 2005 spolupracuje s Jakubom Dvorským ako stály člen Amanita Design, kde sa venuje predovšetkým animácii. Pracoval na hrách Samorost 2, Questionaut, Machinarium a Samorost 3.
Two-Men Game Development – From Dreams to Reality
Jan Kavan (Czech Republic)
CBE software / www.cbe-software.com
Many of us have dreamt about creating a video game. This dream usually ends with a couple of unsuccessful attempts and saying that if we had more time, money, or people, it would have definitely worked out. In my presentation I will focus on how I managed to fulfil this dream even without the aforementioned requirements. Apart from the general description, I will also provide concrete information about what enables us to develop games with just two people – from software through processes to the necessary outsourcing. You don’t need experience with game development to attend – on the contrary, the presentation can spark indecisive listeners into action.
Jan Kavan studied chello at Teplice conservatoire in and musical composition at the Janáček Academy of Music and Performing Arts in Brno. Ever since he was thirteen he had dreamt of creating a game but was hindered from doing so because of his extensive concert workload. However, he fulfilled his dream in 2006 when he set up a two-man studio called CBE software. Through that he released Ghost in the Sheet, J.U.L.I.A., Vampires: Guide them to Safety, Boredom of Agustín Cordes, J.U.L.I.A.: Among the Stars and J.U.L.I.A. Untold. CBE is presently working on Someday You’ll Return. Apart from the CBE games, he was also involved in the development of Tale of a Hero, Darkfall 2, Barrow Hill, Black Circle, The Colour of Murder, Blue Madonna, Beyond the Threshold, Sunrise and Serena. He continues to be an active musician in international music ensembles.
Transferable Skills: A Transition from TV Animation to Games
Adam Kelly (Czech Republic)
Charged Monkey / www.chargedmonkey.com
In this talk I will discuss my experience, challenges and observations on transitioning from a ten-year career in broadcast animation to a rollercoaster ride in games development over the past two and a half years. I will also present our current project What The Hen, in essence the culmination of my efforts in games development. I will discuss its animation pipeline and style, and the challenge of bringing a strong influence of style and feeling from Broadcast Classical and Flash animation.
Adam Kelly is a classically trained animator currently based in Prague but originally from Dublin, Ireland. He’s been animating professionally since 2003 on projects ranging from E-learning web games to Emmy award-winning shows such as Fosters Home for Imaginary Friends and The Amazing World of Gumball. The most recent show he’s worked on is Disney’s Randy Cunningham, 9th Grade Ninja. In 2013 he opted for a career move from broadcast animation to the mobile games industry in Prague as animation lead.
The World Famous Talos Principle Speech
Ante Vrdelja (Croatia)
Croteam / www.croteam.com
Croteam‘s runaway success The Talos Principle surprised both critics and fans of Serious Sam, the studio’s award-winning series. Hell, it even surprised us! What did we do right? How did we make it happen? Can we do it again? While it may seem that this (rather philosophical) session poses more questions than the philosophical puzzler itself, all will be answered and all attendees will experience total enlightenment. Also: swag.
Ante Vrdelja: After working most of his life in some of the most successful regional video gaming and IT publications, Ante decided to try a more hands-on approach. Now he is a producer at Croteam and CAO at CGDA, working towards the promotion, support and recognition of local game development studios.
Drone n Base – the First Multigenre Game with Drones
Róbert Schochmann (Slovakia)
Anima Technika s.r.o. / www.animatechnika.com
Drone n Base is the only multi-genre indoor game in the world which transforms flying with drones into dramatic air races, fights and trainings. A palm-sized drone weighs only several dozen grams, is safe, and extremely shockproof. They contain an infrared cannon which can shoot down an enemy drone. Electronic bases that automatically record a minidrone’s overflight allow you to set targets, checkpoints while racing, and various bonuses such as acceleration, protective shield, stronger hit, lives refilling, or war trophies. At Fest Anča Game Days the team behind the unique Drone n Base will reveal everything about the game, its development, rules, and many other fascinating aspects.
Róbert Schochmann graduated at the Faculty of Electrical Engineering and Information Technology at the Slovak University of Technology in robotics. During his studies he entered many business contests which he won. His biggest achievements include winning the JCI Student Business Award 2013 and representing the Slovak Republic in Washington at the Global Student Entrepreneur Awards. With over eight years’ experience in robotics and management, he now heads Anima Technika, s.r.o., which is conquering the world market with the unique Drone n Base project.
Art Prototyping The Mad Head Way
Ivan Zorkić (Serbia)
Mad Head Games / www.madheadgames.com
Beware! The evil beast approaches! A towering monster that has crushed many an artist beneath its mighty feet…
…it goes something like this: you start developing a game. You have an idea in mind. The game designer has an idea of his own. You both know that the final game may look nothing like those ideas. In fact, it may not look like any of the 100 ideas you’ll go through in the following days or weeks. So, where to start? How to visualise these shifting thoughts? You face the Blank Page Monster. Your best weapon? Prototyping. In this presentation we’ll give a short overview of the Mad Head Games method of turning game ideas into visual solutions.
Ivan Zorkić: After his Master’s Degree in Architecture, Ivan redirected his pen from designing buildings to designing games. As an original member of Mad Head Games, he was lead artist when the studio had only five members. Almost a decade later, with Mad Head having more than a hundred artisans and craftsmen, Ivan is involved in design, production, management and art direction as executive producer and executive artist.
How and Why Pixel Federation got into VR Development
Martin Jaššo (Slovakia)
Pixel Federation / www.pixelfederation.com
The presentation will focus on the key reasons from both the business and design perspectives that convinced us to research VR opportunities. We will also talk about what kept us going, why we decided to do a full VR game, as well as the early lessons we learned.
Martin Jaššo is Head of the VR Department at Pixel Federation. He studied Computer Science at the Slovak University of Technology, aspiring to be a game developer. Following the example of innovators such as Steve Jobs, he soon left college to pursue his vision and started to work as a game programmer/designer in a small local studio. In 2013 he joined Pixel Federation as a game designer for the online strategy game Emporea. After the emergence of advanced development kits for virtual reality in 2015, he established a VR research department. This is currently working on CoLab – an escape room puzzle game to be released in summer 2016 as a single-player story-driven game.
A Diversity of Ideas
Michał Staniszewski (Poland)
Plastic / www.plastic-demo.nazwa.pl
It’s currently pretty hard to invent a new type of gameplay, or create a new video game setting. The fundamental question remains – do we need to check all existing games and try to find the one that hasn’t been created yet? Or maybe we are all constrained in a box of games from which we just need to escape. With the use of simple paradigms of number theory, I will attempt to sort and order all current ideas and highlight those that are truly valuable and universal.
Michał Staniszewski is a creative director of Plastic, a small company with demoscene roots. Plastic was formed in 1997. At first it was releasing demos on Amiga and early PCs. Since 2007 Plastic has been working with Sony Santa Monica Studio, responsible for the God Of War series, as well as unique games such as Journey, Flower, Unfinished Swan and Everybody’s Gone to the Rapture. Michal is currently working on Bound – a game that aims to combine classic game mechanics with notgames.
Plug & Play – From Film to Game
Michael Frei, Mario von Rickenbach (Switzerland)
Playables / www.playables.net
Plug & Play is an award-winning short film and game for your digital device. Michael Frei teamed up with Mario von Rickenbach to develop the interactive version of his animated short film Plug & Play. They will talk about their process of turning a linear film into an interactive playful experience. Mario and Michael co-founded the Swiss production company Playables, where they are now working on a new project.
Michael Frei studied animation at the Lucerne University of Applied Sciences and Arts and at the Estonian Academy of Art in Tallinn. His films Not About Us and Plug & Play received numerous awards all over the world. He was invited as Animation Artist in Residence Tokyo in 2014.
Mario von Rickenbach is a Swiss game designer and developer. He studied game design at the Zurich University of Arts, where he received a bachelors degree in 2010. His award-winning work include the games Mirage, Krautscape, Drei and Rakete.
Seven: The Days Long Gone – How to Handle Development?
Łukasz Kubiak & Bartosz Moskala, the co-owners of IMGN.PRO, will talk about diving into deep water for the development of 3D isometric RPG Seven – and how to avoid the bends. Seven is co-developed with Fools Theory Studio, founded by former CD Projekt Red developers.
Łukasz Kubiak: co-owner of IMGN.PRO, writer and producer of KHOLAT. Previously responsible for marketing and sales in the gaming industry. Six years ago with Bartosz Moskala he created IMGN.PRO – a gaming publishing house and business development agency for the industry.
Bartosz Moskała: co-owner of IMGN.PRO, producer of KHOLAT. Previously responsible for business development and project management in the gaming industry.