Timetable Day 1.
| Time | Lecture Room 1 (Topics) | Lecture Room 2 (Topics) |
|---|---|---|
| 10:00 - 11:00 | Game development for assistive gadgets. Challenges and solutions. | Porting FLASH-games to HTML5. |
| 11:00 - 12:00 | Creating music for games. Auditory atmosphere. | Interface, deeply integrated into gameplay. |
| 12:00 - 13:00 | We need your opinion. How to use the community for improving your game. | Graphics and game design. Two sides of the same coin. |
| 13:00 - 15:00 | Lunch Break | Lunch Break |
| 15:00 - 16:00 | Discussion panel: Methods of effective management in the game industry. | Embedded or visual narrative. How to merge a story, game environment and gameplay. |
| 16:00 - 17:00 | Discussion panel: Methods of effective management in the game industry. | Game development for specific platforms and stores. Nuances and best practices. |
| 17:00 - 17:00 | How to reduce risks of product failure with smart game design. | Rules for creating a good hardcore online shooter. |
Timetable Day 2.
| Time | Lecture Room 1 (Topics) | Lecture Room 2 (Topics) |
|---|---|---|
| 10:00 - 11:00 | VR-player. Who on earth is that and where to find them? | Practices: Selecting visual references to set a task for an artist. |
| 11:00 - 12:00 | How to attract attention to your game in 15 seconds? | Meeting point: Specifics of interaction between a game designer, a developer and an artist. |
| 12:00 - 13:00 | Facebook - advanced platform for developers of social games. | Simple rules to make clever opponents. |
| 13:00 - 15:00 | Lunch Break | Lunch Break |
| 15:00 - 16:00 | Discussion panel: Ways of mobile games monetization. | Dubbing of games with a large number of active elements by the example of an RTS. |
| 16:00 - 17:00 | Discussion panel: Ways of mobile games monetization. | Prototyping of game mechanics on paper. |
| 17:00 - 17:00 | Dynamics of game mechanics. | The lessons we took from creating a hardcore strategy for mobile platforms. |
Timetable Day 3.
| Time | Lecture Room 1 (Topics) | Lecture Room 2 (Topics) |
|---|---|---|
| 10:00 - 11:00 | Creating a game cover. Choice of the right, recognizable art style by the example of successful games. | Using tags in animations for actions coordinated with gameplay. |
| 11:00 - 12:00 | Steam: Secrets of a trading platform which Valve does not reveal. | Multi-faceted dialogue system. |
| 12:00 - 13:00 | Making a presentation and a pitch-document for your game. | How to prepare the right game UI. Compilation of useful tips. |
| 13:00 - 15:00 | Lunch Break | Lunch Break |
| 15:00 - 16:00 | Discussion panel: Advertisers and developers | Game optimization for outdated smartphones. Practices. |
| 16:00 - 17:00 | Discussion panel: Advertisers and developers | Usability. How to combine different input devices in one project. |
| 17:00 - 17:00 | Award ceremony for the best independent game developers. | - |
