#GDDG16
Game Dev Days Graz is a community event for everyone who is interesting in game development: connecting industry, indies, academia, research.
The event is free to attend, but the number of places is limited and advance registration is required. Saturday is reserved for panels, talks, and games. Sunday we will organize an optional social event.
Call for Game Showcases is still open!
Here we will soon announce the games.
Want to show off your game? It's still time to submit your game showcases / betas / prototypes / polished / published masterpieces.
SUBMIT
- Secret Project:: Rarebyte
- A Hole New World:: Daniel Pellicer, Mad Gear Games
- Claw Machine:: Aleksandar Kojic, Milos Kojic, The Lab of Dreams
- Flip the Dice:: Dawn of Play
- globalstats.io:: Lukas Obermann and Wolfgang Haupt
- NIVA:: Verena Demel, Radomir Dinic, Klaus Fehkuehrer, Wilfried Gruber, David Hofbauer, Michael Huber, Timo Jagersberger, Bernhard Oehlinger, Sebastian Rangger, Dominik Uhl
- Shword:: Joshua Hollendonner, Stuffed Wombat
- Asymmetric:: Klemens Strasser
- keox - high speed block avoidance:: Stefan Kernjak + this other thing
- Lightfield:: Matthias Maschek, Lost in the Garden
- Starship RPG:: Raphael Stary
- DefragMe:: Ancient Pixel, Sebastian Merkl
- The Lion's Song:: Gregor Eigner, Mi'pu'mi Games
- Rocking Pilot:: Kristian Macanga, Gungrounds
- The Language Magician:: Vivien Schreiber, ovos realtime
Here we will soon announce the featured speakers. Confirmed so far:
- Daniel Klug, Game Dev Tycoon, Greenheart Games
- Jogi Neufeld, Subotron
- Stefan Srb, Mi'pu'mi Games
- Dietmar Hauser, Sproing
- Tadej Gregorcic, Motiviti
- Silvia Wipfler, Warhorse Studios
- Gregor Eigner, Mi'pu'mi Games
- Klaus Hufnagl-Abraham, projectcircus.com
- Matthias Maschek, Lost in the Garden
- Alexander Grenus, stillalive Studios
- Michael Lankes, University of Applied Sciences Upper Austria
- Peter Oberrauner, Rarebyte
- Arno Franzl, Freelance
- Lorenz Jaeger, TU Graz
KEYNOTE
Game Dev Tycoon - Lessons learned
Co-founder of Greenheart Games, the developers of Game Dev Tycoon, will give a talk on lessons learned from developing Game Dev Tycoon.
Featured Speakers
More speakers will be announced soon!
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Stefan Srb
Mi'pu'mi Games
Serendipitous Adventures in Game Development
Working hard on something is no guarantee for quality. A talk about serendipitous encounters and how something unexpected can add that certain thing your game has been missing. Stefan has been making games as @leafthief since 2011. Starting out as a game jammer he is now creative lead on The Lion's Song by Mipumi Games.
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Dietmar Hauser
Sproing Interactive Media GmbH
Every Tool Sucks
Tools are ubiquitous and necessary for game development. But as much as they help us, they also frustrate us with silly user interfaces, frequent crashes and broken promises. It is a problem that has been vexing tool creators and users alike, with. This talk explores why it has to be like that and how can we deal with it in a sustainable and ironic way. Dietmar is Head of Programming at Austria's leading game studio, Sproing Interactive Media GmbH. He looks back on a long and interesting programming career after more than a decade in the games industry.
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Tadej Gregorcic
Motiviti, co-founder / creative and technical director
VR - Challenges and Chances
VR, especially room-scale, presents new but exciting challenges for game makers. We have to rethink interaction, movement, design, storytelling and even art and audio. Tadej fell in love with real-time art and games in the European demoscene in the 90's. A graphics engine programmer early on, he now designs, codes and writes games with Motiviti, a studio he co-founded in 2008. He has over 15 years of experience with videogames, game portals and high-profile consulting gigs on mobile, consoles and the web. He is currently working on Elroy and the Aliens, a VR title and several client projects.
KEYNOTE
Games and Pop Culture: Interactions with phenomena of pop culture in the history of digital games
Since the initial success of video games in the early 1970s, forms and symbols from pop culture were adopted in design and gameplay. Later, with early blockbusters and the first genre stars, games reverberated to popular culture. "Old" media like film and comics finally embraced the new pop icons at the beginning of the 1980s. Using the example of STAR WARS among others, this talk shows the effects mass phenomena of pop culture have, how they are reflected in new media, and how they entrench in our everyday culture.
Talks, talks, talks!
Even more speakers will be announced soon!
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Silvia Wipfler
Warhorse Studios
From Dream to Dream Job: how to get a job in the games industry
Character Artist at Blizzard, Level Designer at CD Projekt RED, Narrative Designer at Naughty Dog - everyone of us has their dream job. But how do we actually get it? Skill, passion and dedication are a good start, but this is not enough. It's also about asking the right questions, meeting the right people and grasping an opportunity by the forelock when it's at hand. This talk teaches you how to appear on recruiter's radars and how to become a top candidate. Attending game events and conferences, on- and off-line networking and portfolio building are the key topics.
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Gregor Eigner
Mi'pu'mi Games, CEO
Seven Years
The talk will focus on the history of Mipumi and its way to introduce processes and workflows to identify innovation and original ideas. How Mipumi established an own unit working on original IPs and which prerequisites had to be established to create "The Lion's Song", our first self-financed and self-published game, recently released on Steam. How did company culture support the creation of original IPs and how could it co-exist with the work on AAA brands? These are some questions that we will discuss and explain based on our experiences.
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Klaus
Hufnagl-Abrahamprojectcircus.com
Motivational Factors in Games
Driving Dynamics of Games, Designing Reward Structures in Games, The Hook Model - With 20+ years experience in interactive multimedia design, the console and PC/Mac gaming industry, Klaus has a broad understanding of virtual entertainment. He's up-to-date with the latest trends in mobile, VR, AR and currently designing and producing innovative 3D games for a leading land-based & online casino games manufacturer.
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Matthias Maschek
Lost in the Garden
How we got Lost in the Garden
A short history of how we ended up developing a game for consoles starting from scratch. What we did before and how we used the Austrian ecosystem to fund our first project. Matthias is co-founder and developer at Lost in the Garden, a small independent games studio in Vienna. With his company he is currently working on a hyperfuturistic, omnidirectional racing game called Lightfield. Matthias studied Computergraphics at the Technical University of Vienna and is working on strange Games in his spare time.
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Alexander Grenus
stillalive studios
Game Design Workflow at stillalive studios
In this talk Alexander Grenus gives an overview over the game design workflow at stillalive studios. He got involved with game development in 2002. In 2007 he released his first game. Currently he is working for stillalive studios. Together with Julian Mautner he leads a team of 12 people as project manager and designer. In 2015 they released their first game Son of Nor on Steam. Prior to that, he worked on mods and various game projects as artist, producer, level- and game-designer. Besides the game industry he also worked as artist for architecture and product visualization, as editor for CGmag and as AutoCAD designer for medical engineering.
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Michael Lankes
University of Applied Sciences Upper Austria
Presence in Co-located Playful Interactive Environments
This presentation will address the phenomenon called "presence" in the context of gaming and playful activities. It will focus on co-located interactive environments in large display settings that allow the interaction between multiple actors. Inhabiting and modifying these spaces is granted via natural mapped interfaces that incorporate technologies such as position trackers as well as mobile & VR devices. Several design challenges arise when conceptualizing and creating experiences within the context of co-located and interactive playful environments: the issue under consideration regarding the talk will be the feeling of "being there" experienced by players.
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Peter Oberrauner
Rarebyte
The Illusion of Control
In this talk, Peter will give useful insights on how to implement gameplay mechanics for games played by live masses at trade shows. By taking Rarebyte's latest racing game as an example, he will point out important game design decisions that lead to an immersive experience, even for unskilled players. He will also discuss the need of support systems that allows for exciting races between unequally skilled players.
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Lorenz Jaeger
ICG, TU Graz
Locomotion in VR
This talk will review the current approaches to enabling players to move through a virtual world while wearing a VR headset. I will compare the various approaches in respect to handling motion sickness and maintaining immersion for the player and end up with dos and dont's. Lorenz Jaeger is working as a project assistant, researcher and software engineer at the Institute of Computer Graphics and Vision (ICG) at the Technical University of Graz (TU-Graz).
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Arno Franzl
Freelance
Crunchtime - How not to
Everybody knows the beast that crawls in and finds a comfortable place during the final phase of a project: crunch time. It makes you consume coffee like there is no tomorrow, bring your sleeping bag to work and neglect your social life if you have one at all (since this isn't your first crunch time). So how to we tame that beast to for a healthy work / life balance. I have been on the receiving end of that phenomenon and I have handed out some of them myself. And since I am pretty lazy I started to cultivate an interest for strategies and tools to tame that beast and avoid its breath of stress as good as possible. Its all about the other side of creativity, its about management.
Panel
"The local developments..."
We want to know: what is and what will be happening in different regions.
Wonderful Games
Some of the games presented at GDDG
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Secret Project
Rarebyte
Futuristic hoverboard multiplayer racing game for 2-4 players, with real boards as controllers.
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Asymmetric
Klemens Strasser
An exciting new puzzle game coming to iPhone, iPad and Apple TV this fall.
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A Hole New World
Daniel Pellicer, Mad Gear Games
Mega Man like where you won't die falling into holes on the ground. Instead, you'll enter new worlds that just happen to be upside down!
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NIVA
NIVA is a pacifistic exploration art game. The player slips into the role of a mighty forest god to restore the harmony in a mesmerizing forest.
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Starship RPG
Raphael Stary
Starship RPG is a casual space-sci-fi RPG - 'Pokemon blue/red' meets 'Star Trek'.
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Shword
Joshua Hollendonner, Stuffed Wombat
Yet another Puzzle Plattformer with an unique idea. But a pretty good one.
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Claw Machine
Aleksandar & Milos Kojic, The Lab of Dreams
Claw Machine game is a 2D simulation of Claw Machine, where a player moves the claw, catches the toys and puts them in a basket.
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Dev-tool: globalstats.io
Lukas Obermann and Wolfgang Haupt
Enrich your games' experience by adding a global highscore for your games. Independent, free and platform agnostic infrastructures for games statistics.
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keox - high speed block avoidance
Stefan Kernjak + this other thing
keox is a high speed, futuristic highscore attack racing game. Avoid blocks, collect coins, add multipliers. catch shorts breaks while flying and survive as long as possible for the highest score.
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DefragMe
Sebastian Merkl, Ancient Pixel
Decode a QRcode to get access to the game, a stealth game with puzzle mechanics. The game switches from 2D to 3D game over the course of the levels.
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The Lion's Song
Gregor Eigner, Mi'pu'mi Games
"The Lion's Song" is set against the backdrop of early 20th century Austria with every episode following a different character.
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Rocking Pilot
Kristian Macanga, Gungrounds
Take the role of a super machine trained by 80's action movies. Built by military in order to destroy the enemy nation, Rocking Pilot cuts through planes and tanks like butter. Rejected by his creators and unfit for this world, it ruthlessly fights to survive.
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The Language Magician
Vivien Schreiber, ovos realtime
A language assessment tool in computer game format for students aged 6-9 years, developed by a team of educators and experts for digital learning from four European countries, led by the Goethe-Institute London. Available for iOS, Android and Web.
We are still accepting game submissions:
SubmitSmart Saturday
Saturday will be a smart day. The event is all about developer talks, presenting games, and hearing about the local game industry.
08:00 - 09:00 | Registration |
09:00 - 10:00 | Welcome by Game Dev Graz + Opening Keynote Jogi Neufeld, Subotron
Games and Pop Culture: Interactions with phenomena of pop culture in the history of digital games |
10:00 - 10:30 | Stefan Srb, Mi'pu'mi Games Serendipitous Adventures in Game Development |
10:30 - 11:00 | Dietmar Hauser, Sproing Every Tool Sucks |
11:00 - 11:30 | Coffee Break & Games |
11:30 - 11:50 | Arno Franzl, Freelance Artist Crunchtime - How not to |
11:50 - 12:10 | Peter Oberrauner, Rarebyte The Illusion of Control |
12:10 - 12:30 | Matthias Maschek, Lost in the Garden How we got Lost in the Garden |
12:30 - 12:50 | Silvia Wipfler, Warhorse Studios From Dream to Dream Job: how to get a job in the games industry |
12:50 - 13:10 | Klaus Hufnagl-Abraham, projectcircus.com Motivational Factors in Games |
13:10 - 13:30 | Lorenz Jaeger, Graz University of Technology Locomotion in VR |
13:30 - 14:30 | Lunch Break & Games |
14:30 - 15:30 | Keynote Daniel Klug, Greenheart Games Game Dev Tycoon - Lessons learned |
15:30 - 15:50 | Gregor Eigner, Mi'pu'mi Games Seven Years |
15:50 - 16:10 | Michael Lankes, University of Applied Sciences Upper Austria Presence in Co-located Playful Interactive Environments |
16:10 - 16:30 | Alexander Grenus, stillalive studios Game Design Workflow at stillalive studios |
16:30 - 17:00 | Coffee Break & Games |
17:00 - 18:00 | Panel Crtomir Drofenik, Damir Durovic, Veit Frick, Florian Jindra, Michael Lankes, Jogi Neufeld, Johanna Pirker The local developments .. |
18:00 - 18:30 | Tadej Gregorcic, Motiviti VR - Challenges and Chances |
19:00 - 22:00 | Beer & Games |
Sunny Social Sunday
For Sunday we have planned an optional social event: a wine tasting tour + lunch at a typical "Buschenschank" in the south of Styria.
Sunday 28.9. 10:00 - 17:00
Price for the game-dev-tour-bus to the locations: 15 EUR / person. (to be payed on Saturday at the registration desk)
Registration (very limited): RESERVERE YOUR TICKET
We will start with the bus 10:00 at Inffeldgasse and come back around 17:00!
- First stop: Schloss Seggau sightseeing + wine tasting in a wonderful 300 year old wine-cellar (-> sponsored by Game Dev Graz)
- Second stop: Lunch together at typical Styrian Buschenschank (food at one's own expenses, wine tasting sponsored by Game Dev Graz)
(- Third stop: tba - depends on our time-management)
Partners
Event Location
Graz University of Technology
Lecture Theatre i7Inffeldgasse 25d, 1st floor, 8010 Graz