Game Access ‘18 1 - 2. June | Brno, Czech Republic
Conference
Game Access Week BRNO, Czech Republic

Schedule

Schedule for this year is packed with big names which stand behind countless legendary games. Plan your time carefully so you don’t miss the opportunity to learn from the best.

> Game Access Academy, Day #1

First day of workshops will give you the opportunity to dive into the design of freemium games and to find out how to predict deadlines with creative teams. Spend a day with true veterans of their fields and learn from their experience!

09:00
15:45
Master class

The Design of Freemium Games

> Pascal Luban

A master class with Pascal Luban, the game designer that works on both triple-A (Splinter Cell, Alone In The Dark, Wanted – Weapons of Fate) and mobile games.

16:00
18:00
Workshop

Project Planning: Predicting Deadlines with Creative Teams

> Jarek Kolář (Bohemia Interactive)

Practical workshop with techniques explained on the examples from Vietcong, Mafia and Argo games.

> Game Access Academy, Day #2

Two legendary game developers are coming to the Czech Republic for the very first time and they are eager to teach you what they've learned since they've released games like Doom, Wolfenstein 3D, Dungeons & Dragons, Ghost Recon and literally hundered and fifty more! Spend a day with true veterans of their fields and learn from their experience!

Sky room

13:00
16:00
Workshop

On Level Design

> John Romero




19:00
01:00

Before you enter the full swing of Game Access, we have prepared a little tutorial for you. Find out what’s your advantage and set forth on your new adventure!

Read more >    The event is open to Standard and Premium Pass holders
START: 19:00
LOCATION: Marketplace Brno, Zelný trh 14, Brno

> Game Access Conference, Day #1

Red Hall

Blue Hall

09:00
Gates opening & Morning coffee
10:00
Grand Conference Opening with LIVE music
Game music by a professional quartet - Exclusive arrangement for Game Access '18 played live
As co-founders of id Software, John Romero and John Carmack created the code behind the company's seminal titles. The principles they defined through experience in id’s earliest days built upon one another to produce a unique methodology and a constantly shippable codebase. In this talk, John Romero discusses id software’s early days, these programming principles and the events and games that led to their creation.
11:30
Start: 11:30
There's more than meets the eye in the games developed by Bohemia Interactive. Throughout the development, there's always been a conscious effort to add depth and features that make the players’ experience truly worthwhile. The talk focuses on the examples of adding educational and experience values, discusses the challenges and overviews the positive effects achieved within the Arma series.
Start: 11:30
Business forum offers everyone from the game industry the perfect moment to hear all about the opportunities and advantages of the region. Organizations supporting the industry will have short presentations and Q&A session, all conveniently at one place. If you are are looking for opening a new brach, starting a new company or invest in existing company in the region, this event is just for you! And if you are a game developer looking for a job, you'll learn lot's of useful information as well! Capacity is limited, pre-registration required. Sign up now!
12:30
  Lunch Break
13:00
Start: 13:00
Tatu Petersen-Jessen, an Art Director at Rovio Entertainment, presents a talk on how to tell stories through details in art and visuals – and how to create better games by doing so. Tatu will give the attendees examples of visual storytelling in Angry Birds Movie and Angry Birds Evolution and what kind strategic choices enabled Angry Birds Evolution team to expand the Angry Birds universe with hundreds of new and surprising characters, environments and events.
Start: 13:00
How important is it to have your own game design department? What can an experienced game designer bring to the table? Two of PowerPlay Studio’s game designers talk about the processes they apply when creating games as well as some theoretical background that’s good to know before you put pen to the paper.
14:00
Start: 14:00
Developing a AAA game is hard enough, but actually finishing one and shipping it? That’s an entirely different beast. In this talk, Bethesda Game Studios Design Director Emil Pagliarulo will talk about the process of developing Fallout 4, and what it took to finish the game and into players’ hands.
Start: 14:00
The European Union General Data Protection Regulation (GDPR) is a sweeping data protection law that not only affects European businesses but all organizations handling the personal data of EU citizens. Is the game industry ready for these new rules? What games companies have to do to escape any problems because of GDPR? Join Pavel’s lecture if you want to know all this and even more.
15:00
Start: 15:00
A common perception of the F2P games is that designers must structure their games around metrics and monetization, relentlessly A/B testing. In this talk, Marek Rabas will describe their player-friendly design approach used in the design of Shadowgun Legends
Start: 15:00
Lessons learned from launching over 50 games with more than 1 billion downloads and 20 millions sales.
16:00
  Coffee Break
16:30
Start: 16:30
This talk will cover the 6+ years of development of the realistic role-playing game Kingdom Come: Deliverance from the point of view of one of Warhorse Studio's senior programmers. The programing team had to face multiple challenges ranging from keeping up with CryEngine updates, that at one point required to switch to a different animation system, implementing a huge artificial intelligence engine with a custom visual programming approach, wrestling with a proprietary physics engine, to scaling the team from 3 to 17 engineers and applying agile methods in the process.
Start: 16:30
Following a short introduction to game urbanism, and the concept of game cities, the lecture will focus on how the combination of real world planning, city geography, level and game design can lead to the creation of immersive, believable urban environments that allow for storytelling and gameplay to flourish. Common mistakes, the basics of urban structure and functions, the aesthetics of civic life, and several spot rules on urban world building shall be discussed, alongside examples of classic game cities.
17:30
Start: 17:30
In this Lecture Marek will talk about visual aspects of characters and creatures designed for games. He will share his personal observations and talk about challenges they faced during development of The Witcher 3: Wild Hunt. He will also cover things that he takes into consideration while approaching a new design and explain how it helps him throughout of design process.
Start: 17:30
SimCity BuildIt is the most successful iteration of the classic city builder franchise with over 100 million players worldwide. This session will focus on how the SimCity BuildIt engineering team tackled the challenges of scalability, service availability, performance and cost efficiency. The speaker will present a high level view of the game server architecture, live service tools and share learnings from the project.




19:00
01:00

Get ready to step into the 1930s and enjoy the exquisite catering, live contemporary music, dazzling hostesses, car veterans and more, all in an astonishing atmosphere of national monument, villa Löw-Beer.

Read more >    The event is open to Standard and Premium Pass holders
START: 19:00
LOCATION: Vila Löw-Beer, Drobného 297/22, Brno

> Game Access Conference, Day #2

Red Hall

Blue Hall

09:00
  Morning coffee
10:00
Start: 10:00
In this lecture I will cover what it takes to create the highest quality art in current AAA game development. Specifically I will talk about some of the processes and developments that we experienced creating God of War. We will discuss the current art quality standard, and what it takes to achieve it, as well as how to break into the industry or survive if you are already a game developer.
11:00
Start: 11:00
Presentation of vehicle production pipeline with focus on visual asset creation. Description of each production phase with examples of challenges in their solutions.
Start: 11:00
Specular reflection plays a major role in overall visuals. Many methods exist to compute indirect specular (reflection), however all of the currently used techniques have many issues with image stability, floating reflections, missing reflection anisotropy, etc. This session will share how we implemented a hybrid screen-space and cube-map array tracing for 'Mafia III'. This method combined importance sampling with large screen-space blur. It addressed floating reflections and image stability as SSR/CM blend was seamless but didn't produce proper material response and introduced leaking on high-roughness materials. This talk will present an improved version that eliminates the large screen-space blur with smart sample distribution, spatio-temporal filter, screen and CM pre-filtering. This method works well on whole roughness range and achieves full-res reflections in about 3 ms on PS4 at 1080p.
12:00
Start: 12:00
Join Paul Barnett as he takes you on a journey through game making from a western point of view. Detailing his history in game making, observations, insights and sharing view on the ‘trade craft’ of game making. He will explain his views on design, commercial game making and the seven things he believes all great game makers share. You will learn about the golden age of gaming, how to make games with limited resources and how all game making is secretly a love affair unlike anything else.
Start: 12:00
Inspired by a billiards game, Jan talks us through the journey of creating their latest PvP mobile strategy game and reaching the Top 250 Grossing in USA. What were the biggest pitfalls? Is it wise to rush your game to the market? What role did analytics play and how did they use it? Learn how Prague, good coffee, and a steep learning curve shaped their latest hit.
13:00
  Lunch Break
13:30
Start: 13:30
Five years is what they give us - five years to live the dream many of us chased since we were children, five years to make the magic we first discovered in arcades, on the Apple II, on the earliest game consoles. Five years to get in, get excited, get shipped, get tired, get laid off and get out. Five years. While much has been said about the reasons we come and we go, not nearly enough has been said about the reasons to stay. Across the industry, there are people with 10, 20, 30 and even 40 years experience for whom game dev has become a way of life, a passionate calling that leaves us more energised than empty. What can we learn from them? In this talk, Brenda Romero explores the reasons we stay.
14:30
Start: 14:30
After years of recruiting for his team, Guerrilla Lead Writer Ben McCaw has made it his personal mission to promote a better understanding of the hiring process. He will identify common mistakes, relate anecdotes from colleagues, and share insights not only for aspiring writers and designers, but also for developers responsible for future hires.
Start: 14:30
15:30
Start: 15:30
The strory of development of Kingdom Come, which was six years in the making.
Start: 15:30
The number one source of one-star reviews in App Store is out of memory crashes. iOS is very strict in this regard, terminating any app failing to fit into the memory limit. In this session you will learn low-level details about iOS memory management, how to interpret the numbers shown by Unity Profiler, Xcode, and Instruments, as well as, how to use these tools to find out what data in your game consumes much memory.
16:30
Quick Break
16:45
Start: 16:45
There will be a very special panel discussion featuring some of our best speakers! Be sure to book your time for this one, it will be exceptional!
Start: 16:45
We'll discuss how to plan for your freemium mobile game around your monetisation, what revenue streams are available - what works, what doesn't and even introduce you to some out-of-the-box ideas that could help add an uplift. Plus give you some insight from publishers and investors.
17:45
18:15
Start: 17:45
The ceremony celebrates all of the dozens indie developers that has presented their games at Indie Showcase, rewarding the very best of them in three categories.




19:00
01:00
Read more >    The event is open to Standard and Premium Pass holders
START: 19:00
LOCATION: Charlie's Square, Františkánská, Brno