“Publishers can be great... but do you really need one? In this session, No More Robots founder Mike Rose digs into all the business and marketing tricks that you can pull off yourself, for as little time and money as possible. The session includes full, detailed, step-by-step explanations on setting up various marketing plans, and ideas on where and when you should pitch your game to platforms for deals and store placement.”
“With Old World, Mohawk Games set out to reinvigorate the historical 4X genre by reducing thematic scope and removing rote decisions to make room for procedural characters and narrative. In the process, Mohawk reexamined and often rejected genre conventions, including the deterministic tech tree, the diplomatic bargaining table, the conventional citizen tile yield model, and moving every unit every turn. In parallel, they built a dynamic story engine that enabled the creation of over 3,000 events, each with their own unique triggers and effects, adding variety, texture, and depth to the game without bloating the design.”
"Join the Creative Director and Audio Director of the 'Life is Strange' games at Dontnod Entertainment as they explain how they approach the use of music in narrative driven games and how the music can be helpful on a cinematographic, narrative and design point of view. From prototypes to the final game release, navigating between existing licensed tracks and original score, they will explain how they wanted the soundtrack to be used differently and share the difficulties they faced during the production of those episodic games. From 'Life is Strange' 1&2 to 'Captain Spirit', Raoul will explain his creative intentions and Sebastien will show how he technically managed to make them fit into the game using Nuendo, Wwise and Unreal Engine.” |