We've revealed all the speakers for the Develop Live conference taking place in Scotland on October 2nd. Before you go, why not get to know the people you'll be meeting?
We've listed the Twitter handles for each speaker below, as well as a quick rundown of their talks.
Tickets for the full-day conference cost £149, with discounts available for students, indies and members of UKIE, TIGA and Scottish Games Network. Contact James.Batchelor@intentmedia.co.uk to find out more, or head to www.develop-live.com to book your place.
Develop Live is supported by event partners OPM Response and Abertay University. To find out more about our competitive sponsorship packages, contact Alex.Boucher@intentmedia.co.uk or call him on 01992 535647.
From novel to game and back again
Christopher Brookmyre, author
Twitter handle: @cbrookmyre
A summary of the experience of the Bedlam project and working with both the literary and games industries. As viewed through the experiences of award winning British author Christopher Brookmyre and UK based Indie game developer RedBedlam. Possibly the first true book and novel tie-in where the novel was written specifically to be followed by a game.
Video games psychology: How psychology can apply to video games
Berni Good, Cyberpsychologist
Twitter handle: @GoodBerni
This short but no nonsense talk will largely focus on how psychology can be used and applied to the industry from design to monetisation strategies within gamer consumer psychology as well as ethical issues around using this science in an applied way.
Designing responsive cross-platform games
Graham Dobie, interaction designer, Chunk
Twitter handle: @rebobaydobay
When games are produced for more than one screen, there are so many factors to take into account: the changing area of gameplay, differing interaction models on different classes of device and the myriad restrictions of working and running within the browser. Graham Dobie, Interaction Designer at Chunk discusses how these issues can be overcome
Broken Sword 5's financial model
Noirin Carmody, COO, Revolution Software
Twitter handle: @revbot
The studio behind Broken Sword reveals how crowdfunding helped to revive the classic adventure series, and what developers can learn from this example.
Facial performance capture goes 4D
Colin Urquhart, CEO, Dimensional Imaging
Twitter handle: @di4dcom
The continuing demand for more true-to-life facial animation across the games industry is driving the need for ever higher fidelity facial mo-cap data. Developers require tools that enable them to acquire this data in cost effective and time-efficient ways. Find out more about how and why 4D facial performance capture systems can offer this.
Art outsourcing: A facial animation production pipeline
Dr Gregor Hofer, co-founder & CEO, Speech Graphics
Twitter handle: @GregorHofer
This talk will show via the example of facial animation, how specialised outsourcing can help teams scale and increase quality at the same time. In particular the talk will focus on high powered AAA production pipelines and the tools involved to successfully integrate external animation production into internal pipelines.
Picking the right tools for the job: HTML5 vs Unity
Jesse Freeman, developer evangelist, Amazon
Twitter handle: @jessefreeman
If you are looking to build true cross platform games there are two great options, HTML5 and Unity, but choosing which one to start with can be difficult. In this talk, Freeman will discuss the pros and cons of each platform by looking at the same game built in Phaser and Unity. He'll also discuss publishing options for both platforms and how to create truly cross platform games from a single codebase.
How sound should sound: Round 2
Eden Morrison, sound designer & Abertay graduate
Twitter handle: @SoundsLikeEden
Following his session at the IGDA Scotland Microtalks, Morrison speaks about the state of game audio, the oft ignored and much maligned runt in the litter of the game development disciplines. He will also discuss his belief in bespoke audio, as well as examining the advantages and disadvantages of licensed music and sound effects.
Virtual Reality: Developers' responsibilities
Katie Goode, games designer, Preloaded
Twitter handle: @Katie_TriPixels
As game developers we need to approach VR passionately but with caution. In such an absorbing environment we have a responsibility to take care of players, in order to allow them to be fully immersed (maintaining 'presence'). Preloaded's Katie Goode will be talking about how we have to be aware that such an intense experience can have both positive and negative effects, and what we can do to combat them.
Stop making video games
Brian Baglow, founder, Scottish Games Network
Twitter handle: @flackboy
We live in aworld where rescuing princesses, collecting coins or blowing things up in ever more realistic detail is not really the point any more. SGN's Brian Baglow says we can do more, if only we'd stop making video games and embrace the astonishing future and new opportunities which are in front of us.
Hoots Mon: Finding your way in an increasingly diverse games development marketplace… with a puppet owl
James Parker, founder, Ground Shatter
Twitter handle: @GamesWriting
Armed only with a slightly broken Powerpoint, a puppet owl, and fifteen years’ experience, slightly broken games developer James Parker attempts to rationalise his career and subsequent gigantic midlife crisis into a simple set of takeaway points from which others can benefit.
PANEL: User research methods in the industry
Dr Romana Ramzan, lecturer in games design, Glasgow Caledonian University
Twitter handle: @Manak
Graham McAllister, founder, Player Research
Twitter handle: @grmcall
Steve Stopps, founder & CEO, Kumotion
Twitter handle: @KumotionUK
Experts focus on helping developers to better understand how studying players and player behaviours can improve the game design process, as well as the importance of including user research in the overall development lifecycle and discussing the process of user testing in an indie studio vs triple-A.
How to build a one-man band
Nicoll Hunt, Head Honcho, I Fight Bears
Twitter handle: @nicollhunt
Releasing and marketing quality games as a solo developer is a challenging undertaking, but as breakout hits like Thomas Was Alone, Retro City Rampage and Minecraft show, entirely achievable. Access to high quality tools, digital distribution and the ability to develop for multiple platforms has made solo game development more accessible than ever before. Hunt describes the challenges and obstacles facing solo developers and shares his methodologies and top tips for running a successful studio comprised of one single employee.
From pocket money to Flappy Bird and beyond: Things to know about copyright and games
Dr Daithi Mac Sithigh, reader-in-law, Newcastle University
Twitter handle: @macsithigh
How does copyright law (and other legal mechanisms) promote or restrain the development of business models, creative platforms, and payment mechanisms? This talk – based on research conducted at the University of Edinburgh over the last year – provides developers with the most current information needed to understand the industry in which they work.
Why players don't spend in F2P games – and how to change this
Chris Wright, co-founder & CTO, DeltaDNA
Twitter handle: @delta_DNA
This session looks at how to build successful relationships with your players in order to improve both retention and monetization in F2P Games. It also argues that developers need to go beyond the reliance on basic metrics to focus on long term value of players through really understanding different behaviours and playing styles.
PANEL: Scottish 'Beautiful Game' winners
Andrew Webber, marketing lead – audience acquisition, Microsoft
Twitter handle: @andrew250469
Peter van der Watt, founder, Blazing Griffin
Twitter handle: @Tenebrious
Charlie Czerkawski, co-founder & CDO, Guerilla Tea
Twitter handle: @czerkawski
Isaac Howie-Brewerton, creative director, Pixel Blimp
Twitter handle: @HowieBrewerton
Donald Sutherland, Mogworks
Twitter handle: @3dhaggis
Kasim Qureshi, Geared Kids
Twitter handle: @GearedKids
Following its Power Up: The Beautiful Game competition, Microsoft speaks to some of the Scottish independent developers that were among the winners about what they learned during the process and how they will approach their future releases
BAFTA Scotland Panel: Changing the Ratio
Dr Jo Twist, CEO, UKIE
Twitter handle: @Doctoe
UKIE CEO Jo Twist is joined by high-profile members of the games development scene [panellists to be announced soon] to discuss diversity in the industry and how it can be improved.
Head to www.develop-live.com to book your place.