Game Factory 2016 – second international conference for game developers in Moldova.
Date: 27 November.
Location: Radisson Blu Leogrand Hotel in Chisinau: Mitropolit Varlaam 77.
The event gathers together game developers from various countries: Poland, Russia, Ukraine, Romania and Moldova.
The main targets of Game Factory:
- help local developers enter the international area,
- direct the attention of biggest foreign companies to our labor force,
- attract new investments to Moldova
- At the conference, 27 November – speakers will present their reports on various aspects of video games development. Experts in game dev will share their experience and tell how their hobby has turned into profitable business. The attendees will have the opportunity to ask questions to game developers. Game designers will be able to find new partners and employers.
Game Factory allows the beginners choosing the right vectors for development. Experienced specialists will have chance to improve their qualification and to find new partners and customers.
Game Factory 2016 is a great opportunity for those, who are interested in game dev. Free entry. For the compulsory registration click the link
Alecsandr Tsvetcov
Game Design - about vision
How to work with your ideas to make them work.
Game and narrative designer. Video game development has been of the utmost interest for Alexander since his childhood. 7 years ago game dev turned out to become his profession. Video game is a form of true art.
Stan Just
Character Art in the Witcher 3: Wild Hunt
Session is aimed at presenting how Character Art department was organized during the production of "The Witcher 3: Wild Hunt" and its expansion packs.
It will present the biggest problems and obstacles faced by the team as well as solutions that have been used to achieve metascore 90+ and numerous awards for Best Visual Design.
This talk is aimed for intermediate and advanced developers who already have some experience in game development and search for ways to improve and/or optimize their performance.
Poland. Member of Polish Games Association. CD Projekt S.A.R&D Manager. Stan Just is a passionate gamer working as a R&D Manager for CD Projekt RED on "The Witcher 3: Wild Hunt" expansion packs.
During his career as a gamedev producer he worked in Reality Pump on "Two Worlds" franchise games and in 11 bit studios on a number of multiplatform titles including: "Anomaly 2", "Funky Smugglers" and "Sleepwalker's Journey".
In the field of game production he published featured articles on Gamasutra, presented his methods during multiple conferences (including GDC) and is now lecturing Project Planning at the Game Dev School.
He is a Psychologist by education and an Executive MBA graduate from UQAM.
Alexander Boluzhenkov
What modern video games demand from art and who is 3D artist in game dev today
What's art in games today and what it can be tomorrow.
Then the report will concentrate on the role 3D artist in all this today: his purpose and requirements.
Since 2008 – in game industry.
The last three years – freelance, OutSource team management, art quality control.
Was involved in the following projects: Doom 4, Evolve, Halo Master Chief Edition, Batman, WoT, LawBreakers, Dragon Age 3, Mass Effect 3 etc.
Vasilii Sabirov
Myths and truths about the economics of video game development
Eight years in analytics, six of which – in games. Two years in Xsolla, providing monetization of games. Two years in Tanks Online, going deeper in details of game analysis and economics. Today work in devtodev making other games live better.
Video game tends to please the user and to bring money to the developer. We'll talk about how to maximize the one and the other. We'll approach the question of game analytics and the analysis of game's economics in particular. Using real case studies we'll show how to improve game in significant way.
Alexandra Aim
Cinematic Storytelling in Video Games
Bachelor of Fine Arts in Film with a concentration in cinematography. Video designer at Bully! Entertainment. Connected to games since school.
Video games achieve something that other forms of storytelling just can't. They can be graphic, textural, aural, kinetic, two dimensional or three dimensional, and now even in a VR space, and they can be any combination of these, meaning they can bring together many ways of telling stories, and the emergence of new forms is a thrilling prospect.
Vladimir Munteanu
Graphics optimization for mobile devices
Started in 3D department, had a long way working as 3d artist, compositing, 3d team-lead to shader programming and developer.
Has a great experience with optimization of graphical environment of content for the mobile devices.
Alexander Dzyuba
Big liars: playtests against Jobs and Ford
CEO at Playtestix. Alexander Dzyuba has a great experience in development and realization of marketing research projects. Works at strategic development of Playtestix company; there are more than 620 successful playtests behind him. Client-focused perfectionist and workaholic :)
Founder and CEO playtest-company Sense.Vision
Stas Shostak
Mistakes one can avoid
Indie-developer. Creator of The Tribe. Before devoting himself to indie, Stas was involved in game industry as flash-programmer for 5 years. Being indie-developer, Stas accumulated a lot of examples of what not do to, but still doesn’t know what’s supposed to be done.
I'll tell about the mistakes I made at different stages of my first game’s lifecycle – ideas, prototype, development, early access, release, promotion and about alleged actions to avoid them.
Yaroslav Kravtsov
The skills enhancement of game designer at game jams
Nine years in game dev. Last best-known projects: Armored Warfare, Skyforge, Allods Online. Experience in level-design, game design, production. Founder of his own studio Rising Wave. The author of articles on game dev on his own website http://leaden.ru
- Brief background information on the concept of game jam.
- Unique benefit of game jams for game designer.
- Example of game jam for game designer: results, typical mistakes and examples of interesting findings.
- Ludum Dare – the king among jams. Two weeks left before the event. How to prepare to it? – Tips on the most effective participation in jams.
- Life after jams. Conclusions to draw. How to keep from further development.
Evgenii Iudin
Pixel art as a tool, not a feature
Freelance Pixel Artist. Worked on The Tribe, SMASHBASH, Garage.
Pixel art is a technique, not a retro feature. Pros and cons of using a pixel, and why you should not follow the canons of pixel art.
Sergey Mereutsa
Let's play games like adults
Sergey Mereutsa started to work in IT sphere being a student of the Department of Mathematics and Computer Science in USM (Moldova State University). Worked as a system administrator in a big market, then – as a CTO in a company, providing a local TV channel.
Since 2005 – co-founder and CTO of his own IT company. Freelance consultant and auditor in many local and foreign companies.
Stanislav Costiuc
Cohesive Game Experience
Stanislav is a Game Designer in Ubisoft Kiev. He comes from the town of Balti, Moldova. Having found out at a very early age that game design is his passion, he eventually applied and passed Vancouver Film School's Game Design program in Canada. Afterwards Stanislav started to work in the Dame Dev industry.
Stanislav worked at EA Canada and Peak Games, and the last two years he is working at Ubisoft Kiev.
В последние два года является сотрудников Ubisoft Kiev.
In this session we're going to explore what makes the game experience cohesive
We'll talk about:
- What is cohesion in games.
- Examples of how different titles achieve it (or fail to do so).
- How to make sure that our game feels as one connected wholesome experience to players, creating feelings and fond memories that will stay with them for a long time.
Semen Kovalev
How to develop understanding while working with remote teams
He's been in the gaming industry since 2006. Joined Kiev branch of Ubisoft in 2012. Spent a few years working on such successful titles as Assassin's Creed IV Black Flag, Assassin's Creed Unity and Far Cry 4 as a producer responsible for PC version development.
Works as a Studio Production Manager for the last 2 years, being responsible for in-house development, as well as building and strengthening the relationship with partner offices.
In 8 years of Kiev branch of Ubisoft, the team has worked with studios from all over the world: Canada, France, Finland, Romania, etc. Every experience with a remote team was unique and uncovered new aspects of cooperation.
During this presentation you will hear some of those stories through the prism of cultural differences.
Peter Porai-Koshits
Transformation of my vision for the profession of game designer for 20 years of experience in this field
Graduated from 239 PhML and Saint Petersburg State University. Have worked in PC games development for more than 20 years.
Made a name for himself working on the Echelon and Echelon: WindWarriors titles.
Later went to work for major Russian game development companies:
- FireGlow Games, the SuddenStrike project;
- Nival, the PrimeWorld project;
- SperaSoft, the Wheels Of Destruction (PS4) project.
Currently working as a senior game designer on the World Of Warships project in Wargaming St. Petersburg.
Inessa Lahno
Games for kids
We'll speak on what video games for kids are today. We'll also discuss the question of child psychology to be considered by game developers.
Lost Bubble I lost Jewels developer. Video game composer.
Launched more than 15 casual and arcade games.
Denis Horohorin
Phantom Menace. Protective systems for MMO
In game dev since the first year in university, 2007. Worked in different periods as Community Manager, Game Designer, Developer.
Worked as a Java EE programmer for two years, later came to the conclusion that it's not for him and came back to game industry as a project manager and business development executive.
Personal experience: we had to deal with different attacks and develop protection technologies by ourselves.
We'll discuss what threats mmo project can meet and how to deal with them, as well as what damage they can cause.