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2015

CONTROL CONFERENCE 2015 • Conference Guide

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29,30 Sept & 1 Oct

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Page 1: CONTROL CONFERENCE 2015 • Conference Guide

20152015

Page 2: CONTROL CONFERENCE 2015 • Conference Guide

WORLD BUILDINGFOR MOVIES & GAMES

Page 3: CONTROL CONFERENCE 2015 • Conference Guide

Edvige Faini Concept Artist

Sparpweed Richard Boeser Game Director

Dan Hassler-Forest Author

T.B.C.

Academy Award Nominee Jan Roelfs Production Designer

VR/Heroes Adriaan Rijkens VR Developer

Triumph Studios Lennart Sas Co-founder and CEO

Justin van der Lek VFX Artist

Romke Faber Production Designer & Art Director

Submarine Channel Corine Meijers & Remco Vlaanderen

Triangle Studios Remco de Rooij Founder & CEO

Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what Concept Artists produce and how their work evolves from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for.

ibb & obb is a game about puzzle solving, atmosphere and the interaction between players. Nobody plays the game for its nar-rative, yet there is an untold background story. This talk is about that story and how it helped to shape the game’s world.

‘Transmedia’ is a popular buzzword, but what does it mean? To some, it suggests complex stories, expanded via many different media, like Star Wars. To others, it reflects an increasingly digital culture where the difference between media no longer seems to exist. Hassler-Forest will discuss the complexities of transmedia storytelling, using the Walking Dead franchise as a main example.

Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what content a Concept Artists have to deal with and how we get from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for.

Jan Roelfs is a two time Academy Award nominated Production Designer. He received his first nod for his fantastic production design on Gattaca. During a live interview we revisit that world and other ones he helped create.

VR developer Adriaan Rijkens talks about why Virtual Reality is changing the world and how you can be part of that change. He will talk about the challenges he faced during the development of Cinematic VR and Serious VR Game experiences.

Sharing experiences from the development of the Age of Wonders and Overlord franchises – and other games that didn’t turn out so well – Triumph Studios’ Lennart Sas discusses how treating a game’s features and content as social currency helps develop entertainment that can pique interest, trigger word of mouth and establish a community.

Justin van der Lek (current job: Star Wars Ep. VII) has worked on pivotal scenes for countless blockbuster movies. He presents a selection of these scenes and walks the audience through the creation process. How do these scenes contribute to the world in the movie, what did the director want, and what did the original screenplay say?

Romke Faber is (assistent) set & production designer and art director for movies such as Nova Zembla and the Blender-movie Tears of Steel. He researches the creation of new worlds as a starting point for creating stories.

In this session Corine Meijers and Remco Vlaanderen talk about how world-building occurs and is approached in two projects: De Pont and Ascent from Akeron. They will also talk about how Submarine Channel approaches this new means of storytelling and world building.

Triangle Studios created the game Cross of the Dutchman, based on the 16th century folk legend of Grutte Pier. It took the studio six year to finish the game. The talk focusses on the hardships of development, and how the studio grew with the project. Topics vary from concepting and development to planning and management.

Coffee break

Lunch break

Coffee break

Drinks

09:30

TIVOLIVREDENBURG / CLOUD NINE • TUESDAY 29 SEPTEMBER

11:00

13:30

15:15 - 15:45

10:15

12:00

14:30

16:15 - 17:00

11:30

14:00

15:45 - 16:15

10:45 - 11:00

12:30 - 13:30

15:00 - 15:15

17:00 - 17:30

From Concept To Screen –Drawing To Imagine And Create New Possible Worlds

How The Untold Narrative In ibb & obbHelped Us Shape Their World

Cross-Platform Zombies:Transmedia Storytelling In The Walking Dead

The screenplay

Production Design On SF Classic Gattaca & Others

The Rise Of Virtual Reality

Crafting Worlds To Generate Buzz

Justin Van Der Lek On The Hobbit, Avengers And More: World Building Through VFX

Immersive Design:The Narrative Starts With The World

Two Cases Of World Building: Interactive Comic Ascent From Akeron And Game & Film Challenge De Pont

Building A Legend:Why It Took Six Years To Develop This Game

Page 4: CONTROL CONFERENCE 2015 • Conference Guide

Welcome!

Welcome to Control Conference 2015. It’s the third edition in, what we strongly believe, will be an ever going series. When we fi rst organised Control Conference, we had a vision of a developer-cen-tric event where like-minded people, professionals and students, women and men, would come together to share their passion for games. Looking at this year’s program, we’re confi dent that we, again, achieved just that.

We have programmers, artists, composers and designers from all over the world, eager to share their story. Ready to relive moments from development hell, or heaven. Tell tales of that one divine mo-ment of inspiration and those long years of hard work to make it all happen. Of sudden success or of heart breaking failure to succeed.

Control Conference is all about games. And even more, it’s about the people who make them, and their ideas, talent and inspiration.

Eric Bartelson & Matthijs DierckxFounders of Control and Control Conference

CONTROLMatthijs DierckxEric BartelsonAlessandra van Otterlo

IMPROVIVERoger ter HeideJuney DijkstraWendy van de LagemaatPaul van Heel

NFFWillemien van AalstMarlou RuttenMartine BogaartNasztazia PotapenkoJurriaan RammelooRob NijmanGeertje VeenbergenAnd many others

TIVOLIVREDENBURGDiana SchilperoortMaaike OudshoornAnd many others

THANK YOU:Maarten BrandsRuben BrandsJoost van DongenMartin de RondeJoost Raessens Rami IsmailJan Willem Nijman

COVER ILLUSTRATIONDick GrinwisGrinwise.com

MADE POSSIBLE BY A LOT OF PEOPLE AND ORGANISATIONS. Special thanks to the EBU, the wonderful City of Utrecht and the great Province of Utrecht.

We’d also like to thank all our sponsors, you’re great! So thank you Microsoft, Unity, Epic Games, Nintendo, Little Chicken, Amazon, Wacom, LeQuest & Hanze University.

Our partners and media partners: FLEGA, DGA, DGG, lvl80, NordicGame, IGDA, 3DHYPE.com, GAME Bundesverband and RESPAWN.

And a very big thank you for all the studios and individuals who spent their time travelling to Control Conference to give a talk. You are what this is all about.

(c) 2015Control & Improvive & Creative Makers Network Foundation

ctrl500.com controlconference.com control-online.nl

MAIN CONFERENCETIVOLIVREDENBURG

HERTZ / CLOUD NINE / CLUB NINE WEDNESDAY 30 SEPTEMBER

Page 5: CONTROL CONFERENCE 2015 • Conference Guide

Sergey Galyonkin • Founder SteamSpy

Galyonkin talks about The Indiepocalypse, he tries to under-stand if it is real at all, how it will aff ect game developers and if it’s the fi rst time we’re experiencing such a situation (it is not).

Micro Mortem: Beyond Eyes, Small Indie on a Big StageM How Music And Sound Can Infl uence

Your Game’s Direction

T B Unity Services – Make The Most Of Your Game

Micro Mortem:The Flock, Important Lessons From Risking Everything

M Elite: Dangerous – Sound In Space

Micro Mortems: Bounden, Awesomenauts & Metrico

B The Indiepocalypse: Is It Really Coming?

T Building a 2D Game Live in Unreal Engine 4

M G Voiceover A – Z:When, Why And How To Use VO In Your Game

T B How To Release Your Game On Nintendo eShop

Sergey Galyonkin • Founder SteamSpy

Galyonkin talks about The Indiepocalypse, he tries to under-stand if it is real at all, how it will aff ect game developers and if it’s the fi rst time we’re experiencing such a situation (it is not).

The Indiepocalypse: Is It Really Coming?

C From GameMaker To GameBaker:Porting Hotline Miami

G B From AAA Boxed Games To Digital And Episodic T G Early Design Lessons From The VR Frontier

A Visualizing Story:The Ideas Behind The Concept Art Of Dragon Age

T How To Check If The Game Will Break Your Heart?Testing Emotions In This War Of Mine

G Exploring Mechanics Through Forward Level Design T M Hands-On With Audio Mixing In Unity 5 C Developing Eff ective HTML5 Games

A AAA Artwork From The Attic T Microsoft Windows 10 for Game Developers C Bitcrunching And Server MashingFor The Awesomenauts Replay System

G How To Design A Prologue For Open World Games

Sherida Halatoe • Tiger & SquidBeyond Eyes: The journey to the E3 stage

Jukio ‘Kozilek’ Kallio • ComposerNuclear Throne, Luftrausers, Choice Chamber

Josh Naylor • Technical Evangelist UnityIntroduction to the Unity services

Jeroen van Hasselt • Creative Director • VogelsapThe Flock: Has it been a failure?

Matthew Florianz • Lead Audio DesignerFrontier Developments

Adriaan de JonghBounden: Make ‘M MoveGijs Hermans • Ronimo GamesAwesomenauts: Tips For Making Great 2D Art For GamesGeert Nellen • Digital DreamsMetrico: Creating the game that’s impossible to make

Short Coff ee break

Drinks

HERTZ

09:00

10:00

15:20

10:30

15:50

11:00

13:00

13:40

14:20

16:20

CLOUD NINE CLUB NINE

Lunch break12:00 - 13:00

15:00 - 15:20

17:20 - 18:00

Coff ee break

Sjoerd De Jong • Evangelist Epic Games • Unreal Engine

During the talk De Jong will demonstrate some of the features of Unreal Engine 4 through building a game live on stage, talking you through Blueprint, the material editor, and the 2D toolset.

Sarah Elmaleh • (Voice) ActorGone Home, Skulls of the Shogun, JS Joust, Gravity Ghost & Galak-ZThe human voice is often the only non-simulated element in your game, and as such can be a powerful tool of expression & immer-sion. This talk will cover the basics of when to use voice actors & how to work with them, from script & casting to sessions and rates.

Ed Valiente • Business Development Manager • NintendoNintendo has enabled indies to self-publish their games for 7 years now, but to some the process to release games on Nintendo eShop on the Wii U and 3DS system appears shrouded in mystery. Valiente will talk about high level business policies and walk you through the process step-by-step.

Frans Kasper • Programmer Abstraction GamesThis talk will cover Abstraction Games’ technical porting process and the development of the underlying tech created to port Hotline Miami and Hotline Miami 2: Wrong Number, from a closed-source Mac/Windows-only engine (GameMaker 7) to PlayStation- and Desktop-platforms.

Oskar Guilbert • CEO & Founding PartnerDontnod Entertainment

Guilbert will talk about DONTNOD’s transformation from a traditional AAA boxed games developer (Remember Me) to a studio fi rmly focused on episodic and digitally delivered titles (Life Is Strange).

Colin Northway • Founder Northway GamesFantastic Contraption has been designed from the ground-up as a room-scale VR game. We’ve learned some surprising things about making games played in a space that feels real. I’ll take you on a tour of our discoveries so far. What we’ve tried, what didn’t work, and what makes people jump for joy.

Casper Konefal • Key Concept Artist • BiowareThroughout the span of three games, Dragon Age has grown & changed and so have the ideas & processes behind the concept art. Come on an epic journey as Casper Konefal walks you through the ideas behind character design, world building & visual storytelling, as it has come to be known on Dragon Age and at Bioware.

Paweł Czaplarski • QA Lead • 11 Bit Studios

Czaplarski will cover the topic of emotions in This War of Mine, and how you can actually test them. After all it’s not checking if a script is running, but something much more complicated and it was a long road to achieve what 11 Bit Studios did.

Daniel Benmergui • Independent Game DesignerNuovo Award-winning Storyteller

It often happens that level design is done by thinking of a solu-tion and then crafting a problem around it. But if your game’s design is diff erent from well known genres, how do you come up with good ideas that exploit your mechanics to the max?

Andy Touch • Unity 5 specialist & evangelistUnity 5 introduces a new Audio Mixer system. Andy Touch will give a hands-on, in-editor demo of all the new Audio Features introduced in the latest version of the Unity game engine; covering in-game sound mixing, grouping, applying eff ects, audio ducking, fading and more.

Mark Overmars • Director & CTO Tingly GameTingly created their own underlying HTML5 engine and tool chain. Overmars will share some of the important lessons learned. He will discuss creating effi cient code, handling visuals, audio and fonts, working around diff erences and errors in browsers, and dealing with security issues.

Eric Felten • Concept DesignerHorizon Zero Dawn, The Division, Star Citizen

Working remotely as a concept designer is becoming common place. Felten addresses the steps involved in creating work for AAA-titles from the comfort of his home. Next, he’ll explain the process of creating an image from initial brief, to composition sketch, to fi nal product.

Martin Tirion • User Experience Evangelist

User Experience Evangelist Martin Tirion from Microsoft will talk about the possibilities of Windows 10 for game developers.

Made possible and selected by Vlambeer! Thank you guys!

Joost van Dongen • Co-Founder & Lead Programmer • RonimoThis talk will discuss the technical design of the system for replays and spectator mode in Awesomenauts. The game is a non-determin-istic online multiplayer game and the gameplay code changes every month with each patch, so a recording system was needed that would be able to play replays from older versions of the game.

Mateusz Tomaszkiewicz • Lead Quest Designer • Witcher 3

Using an example of The Witcher 3 prologue, Tomaszkiewicz describes and explains the process of how it was designed – what were the main design questions and goals, how it used to look like in the beginning and what was changed during development.

P

P

P

P

P

G How to Handle Toxic Behavior inOnline Multiplayer Games

Geert van den Burg • FounderCurve Fever

Thank you:Maarten Brands (Cook and Becker),

Dennis Zoetebier & Joost van Dongen

P Powered by Unity, Nintendo, Microsoft & Epic

Game DesignArtMusic & AudioTools & EnginesBusinessCode

G

A

M

T

B

C

Page 6: CONTROL CONFERENCE 2015 • Conference Guide

14:30 - 16:00 Workshop: Bringing Applied Game Design And Validation To The Next Level

PARALLEL SESSIONS 1: WORKSHOP ( WORKSHOP ROOM NINE )

Gillian Van De Boer – Visschedijk Researcher & Designer TNOHarald Warmelink Lecturer & Researcher HKU

It is November 2012, a shocking statement: “Gartner Says by 2014, 80 Percent of Current Gamifi ed Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design”. Now it’s 2015, and although we’re not sure how the exact fi gure of 80% is reached, we do know one thing: the hype of serious or applied games is reaching its top. Disappointments are all around us; many applied games do not do what they are promised to do. This workshops helps you prevent disappointments by introducing tools that improve strategic decision making and user evaluation.

In an attempt to professionalize this relatively young fi eld of expertise, HKU and TNO worked on a diverse set of tools that help the design and the often neglected phase of validation of applied games. Two of these tools, the ‘Goal Design Alignment (GDA) game’ and ‘Little GEM’ are presented and can be experienced in the workshop.In the GDA game players can analyze the quality of (your own?!) strategic decision making game in a playful way. As the name already suggests, the focus is on aligning the goals you would like to reach with the design decisions you made.With Little GEM (GEM stands for Game Based learning Evaluation Model) it is possible to easily plan and execute your user evaluation. Stand-ardized questionnaires and data-analysis tools are ready to use and based on validated scales and on more comprehensive (experimental) eff ectiveness studies.

APPLIED GAMES SUMMIT

TIVOLIVREDENBURGCLOUD NINE / CLUB NINE

THURSDAY 1 OCTOBER

Page 7: CONTROL CONFERENCE 2015 • Conference Guide

Coff ee break

Lunch break

Drinks

9:00

10:00

15:30

9:30

11:30

14:30

16:00

13:30

11:00

10:30 - 11:00

12:30 - 13:30

17:00

Facts And Figures On The Dutch Games Industry

Outlook Germany: Playfulness As Key Asset Of Future Communication

Games For Change: Creating Impact

Opportunities And Pitfalls For A Scalable Business Model For Applied Games Workshop: Prototyping Player Change

Keynote: Life is a Game by Ian Livingstone CBE

PARALLEL SESSIONS 2: LEARNING, TRAINING & RESEARCH

The Entertainment Approach: How Entertainment Games Deal With Serious Issues

PARALLEL SESSIONS 3: MEDICAL

Applied Games, A State Of The Industry

The Research Showcase

Designing For Behavioural Change: Obesity Prevention Made Fun

Dealing With Loss

Case Study E-Learning Sudan

5 Tips For Designing Both Fun & Effi cient Applied Games That Will Satisfy You & Your Clients

Games For An Impossible Audience: Elderly People With Dementia

The Coincidental Start-Up: Navigating The Medical Landscape

Applied Empathy

From Idea To Medical Pilot, The Startup Way

How To Gamify Psychosomatic Fysiotherapy In VR

Playable Misery

Keep It Small To Make It Bigger (Monkeybizniz)

Traumagameplay, Development & Validation In Sync/Progress

Christel van Grinsven • Operations Manager DGGPresentation of the facts & fi gures for the Dutch Games industry, based on the joint research eff ort: the Gamesmonitor 2015. She will answer questions like: How many companies in the Netherlands are active in the games industry? How many people are employed by these companies?

Thorsten Unger • Managing Director GAME BundesverbandSerious Games & Gamifi cation are effi cient tools to generate understanding: playing is engaging, motivat-ing and activating. Playfulness is the key to transform information into knowledge. Unger will provide an outlook of play in which we communicate, work, learn & live based on success stories from Germany.

Nicholas Furtugano • Co-founder & CCO PlaymaticsNicholas will talk about games for change. How to design games so that they really create an impact?

Florian Witsenburg • CEO & OwnerTygron enters the market of city planning with a gaming engine based on accurate data and realistic calculation models.

Nicholas Furtugano • Co-founder & CCO PlaymaticsIn this workshop, Nick Fortugno explores the way that game mechanics can be used for more than entertainment. Fortugno will guide the workshop through a series of design steps to clarify how gameplay and interactivity can be used to teach, instill change, and modify behavior.

Working with the specifi c goals of the attendees of the workshop, Fortugno walks the participants through a prototyping process to help them both see how their intent can be manifested through play, and how user choice can be built in a way that by exploring the system, players can learn and change.

Ian Livingstone CBE will give an entertaining and visual account of his struggles as an entrepreneur in the 1970s when he and Steve Jackson set up Games Workshop, launched Dungeons & Dragons in Europe, and wrote the multi-million selling Fighting Fantasy gamebooks series. From analogue to digital, he will give a brief history of computer games, past, present and future. He will talk about how video games and game-based learning can be used to enhance learning in schools, and the value of computing and digital skills in schools.

Tomas Sala • Creative Director Little Chicken Game CompanyNever in the last 15 years have applied and serious games stood at such a defi ning crossroad as now. The industry is full off potential, but we need to move beyond small-scale experimentation and homegrown innovation.

Hosted by:Dr. Teresa de la Hera • Postdoctoral Researcher & Lecturer at Utrecht University &

Dr. Joris Dormans • Creator of Machinations / CEO Ludomotion Game Studio

What are game researchers actually researching? This is your chance to fi nd out and get in touch with the game scientists. A selection of seven academics will be presenting their research and some of the results.

Tim Laning • Co-founder & co-owner Grendel GamesGrendel’s biggest and most daunting project yet: an obesity prevention game for children and their parents. Working with a major IP, partnering with health insurance industry and universities, this project seeks to bring defi nitive proof: serious games can add to behavioural change in a fun & commercially viable manner.

Mata Haggis (Sassybot/NHTV) – Fragments of Him‘Fragments’ revolves around a tragic accident, the life of the victim and his loved ones before and after.

Hester Stubbé • sr. researcher / consultant TNOWar Child is working with the Ministry of Education, Ahfad University for Women in Sudan and Dutch applied game developer Flavour. We are co-developing an ICT solution for Education, which provides a creative and fun applied-gaming instruction method, combined with in-community facilitation.

Teresa de la Hera • Postdoctoral Researcher & Lecturer at Utrecht UniversityFinding a balance between fun and effi ciency is diffi cult and time-consuming, it is also the phase in which most wrong decisions are made. De la Hera will go through 5 useful tips that will help designers to fi nd a balance between fun and effi ciency and ease communication with clients in this phase of the project.

Sjoerd Wennekes • Co-founder & CEO Active CuesThe fi ndings of four years research and development of games to aid elderly people with dementia.

Hicham Shatou • Founder & CEO LeQuestHow a startup has to navigate a landscape of hospitals, manufacturers and insurance companies.

Sherida Halatoe (Tiger & Squid) – Beyond EyesTranslating the protagonist’s blindness to game mechanics and fi nding an emotional core.

Yosef Safi Harb • Founder HappitechHow & why we created the fi rst health game to be approved by the App Store’s Health & Fitness section.

Gert-Jan Brok • CEO FantazmThe development of a new way of therapy using Virtual Reality and gaming mechanics.

Pawel Czaplarski (11bit studios) – This War of MineDuring war, there are no good or bad decisions; there’s only survival. The sooner you realize that, the better.

Dimme van der Hout • CEO & Creative Director / Erica Gasataya • Lead DesignerHow an assignment with a low budget can turn into a bigger project by keeping it small.

Evert Hoogendoorn • Sr. Gamedesigner IJsfontein & Joost Asselbergs PhD Candidate VUAn iterative development process and the academic validation process for a game to prevent PTSD.

CLOUD NINE

CLUB NINE

Page 8: CONTROL CONFERENCE 2015 • Conference Guide

game dev micro mortems

ctrl500.com

Keuze stempel Cook&Becker Keuze beeldmerk Cook&Becker

De�nitief woordemerk Cook&Becker

Aanschaf van de fonts:

Utopia Std Italic: http://new.myfonts.com/fonts/adobe/utopia/

Neutra: Display Titling http://www.houseind.com/fonts/neutraface

De�nitief kleurstelling Cook&Becker

C: 15M: 100Y: 90K: 10

R: 190G: 30B: 45

C: 100M: 95Y: 5K: 0

R: 43G: 57B: 144

Woordemerk Stempel Woorderk + Beeldmerk

Keuze stempel Cook&Becker Keuze beeldmerk Cook&Becker

De�nitief woordemerk Cook&Becker

Aanschaf van de fonts:

Utopia Std Italic: http://new.myfonts.com/fonts/adobe/utopia/

Neutra: Display Titling http://www.houseind.com/fonts/neutraface

De�nitief kleurstelling Cook&Becker

C: 15M: 100Y: 90K: 10

R: 190G: 30B: 45

C: 100M: 95Y: 5K: 0

R: 43G: 57B: 144

Woordemerk Stempel Woorderk + Beeldmerk

SPON

SORS

PART

NERS

ORGA

NISA

TION