11 - 13 July 2017

Develop Brighton

Insight:Inspiration:Networking

2017 Programme

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Room 4
    Room 4
    Graeme Devine is Chief Game Wizard at Magic Leap. In this keynote Graeme will look into the future a ...
    Room 4
    The power of emergent gameplay in VR to change the way we learn about the real world. 
    Room 4
    An exploration of state-of-the-art localisation technology for augmented reality 
    Room 4
    vTime Managing Director Clemens Wangerin explores the cohorts driving social VR forward, and the behaviour shaping the medium as a whole. 
    Room 4
    Attendees will gain an understanding of where the industry currently is with accessibility and how w ...
    Room 4
    With the release in 2016 of the CCG Shadowverse, mobile hit "Rage of Bahamut" developer Cygames went ...
    Room 4
    Together Oliver and Nick are helping set up the Near Future Society an organisation to encourage Gov ...
    Room 4
    It's hard enough to make a great game, but how do you find people who love it? And how do you keep t ...
Room 5
    Room 5
    We are currently witnessing the greatest shift in consumer behaviour since the move from web experie ...
    Room 5
    Simon will examine the commercial future of Esports on different platforms for developers and everyday gamers. 
    Room 5
    The way society talks about pleasure is changing. With the nascent sextech market already estimated ...
    Room 5
    Follow the development journey of ambitious VR narrative puzzler Tin Hearts by Rogue Sun. Learn how to execute big visions on a small budget 
    Room 5
    Improbable founder Rob Whitehead explores the hidden technical challenges of building giant, cloud-b ...
    Room 5
    How can the eSports sector grow? By learning from the successes (and failures) of football. 
Room 1
    Room 1
    Game Development remains an industry with an abundance of employees from all sorts of other industri ...
    Room 1
    Running a micro-studio is hard work. Many issues will trip you up and eat precious time and money, b ...
    Room 1
    Over the past few years, getting noticed as an indie game developer has become increasingly hard wor ...
    Room 1
    Discover 5 key components to get your indie game discovered: audience, assets, community, influencers and advertising. 
    Room 1
    A live videogame experience where everyone gets to be a part of the action.  As eager audience membe ...
    Room 1
    Building scalable content is time-consuming, but it doesn’t need to be that way. Find out how Amazon ...
    Room 1
    One of our free to attend Indie BootCamp sessions, Publisher's Pitch turns the normal pitch situatio ...
    Room 1
    When working in small teams, time is tight and everyone has to pitch in for tasks that may not be th ...
    Room 1
    Whether it’s funding, mentoring or business advice you’re after, this session will talk to some of t ...
Room 2
    Room 2
    As a young child living in a Spanish-speaking neighbourhood in Tucson, Arizona, young John Romero di ...
    Room 2
    Five years is what they give us - five years to live the dream many of us chased since we were child ...
    Room 2
    Oliver's session will cover the 20 challenges of developing VR, AR and MR content, and how REWIND is overcoming these challenges.
    Room 2
    The gaming coverage landscape has changed dramatically over the past few years, and  the rise of 'on ...
    Room 2
    From Zzap! 64 to Crackdown 3 via a digital toy shop, imaginary games consoles and the small matter o ...
    Room 2
    It started out from a simple premise, the childhood fantasy of piloting an X-wing. When players firs ...
    Room 2
    Lawyer? No. Software Developer? No. Business Improvement and Operations Manager? No. Game Producer...YES! 
    Room 2
    We take a tour into a future reality in which Harry Potter meets Harold and the Purple Crayon. There will be live demos.
Room 3
    Room 3
    We Heart Dragons and Chorus Worldwide share what they learned making their first F2P title for mobile, what to do, avoid and the results
    Room 3
    The Flame in the Flood was the first indie title from a team of AAA developers. This talk explores t ...
    Room 3
    Andy and Dan take delegates through lessons and learnings from EVE: Valkyrie and how to approach art and design with VR in mind. 
    Room 3
    This session is going to pick out and explain important business tips and the potential pitfalls for new games businesses. 
    Room 3
    Combining Monte Carlo Tree Search and Player Modelling to Imitate Emergent Playstyles in a Leading Mobile Card Game 
Room 4
    Room 4
    Space Ape's Tony Yang will highlight the state of the mobile esports market, the challenges it faces from a gameplay and design perspective.
    Room 4
    Rex Crowle's Art talk will discuss creating games which fully integrate the artistic style with its gameplay and brand.
    Room 4
    Hardware trends, programming models, and how to make the best games in a world driven by energy use and the end of Moore’s law.
    Room 4
    A talk about the art of Unravel, and the creative process. From a concept made of sticks and stones to a lovely, heartfelt & beautiful game. 
    Room 4
    Chris launched Sol Trader in June 2016 on Steam. The launch didn't go well. Come and hear some hard-won lessons and avoid the same mistakes.
    Room 4

    Follow Guerrilla’s Producer Dave Gomes from the initial pitch through the final stages of development of Horizon Zero Dawn in a discussion of development process and game design techniques. Starting a new game is an vast undertaking with each project presenting its own unique challenges. With the driving ambition to create a great game and provide an experience treasured by players, how are choices made? What development milestones and techniques lead to success? This talk will feature behind the scenes footage on how the project developed over the years, and what was learned in the process.

Room 5
    Room 5
    They say you can't rush art, but we all have deadlines. Adriana shares how to stay creative and balanced in the games industry.
    Room 5
    Simon comes from a background of running independent studio Four Door Lemon for 10 years producing a ...
    Room 5
    Under pressure to generate revenue? Bossa has experimented with growing the long tail of it's games, and will share practical examples. 
    Room 5
    The inside track on who when and why to work with influencers by the influencers themselves.  
    Room 5
    Practical shop design and best practice for creating relationships with customers that will last, from inside the games industry and beyond. 
    Room 5
    Achieving quality is not done through a few big ideas or major changes; it is achieved by thousands ...
Room 6
    Room 6
    Triangular Pixels present various methods for VR interaction; high level approaches, low level implementation notes & novel maths techniques 
    Room 6
    How to make a hacking game hackable, come and learn about @OffGridTheGame's approach to extensive modding with @Unity3d 
    Room 6
    Tanguy reviews the different sources of funding for each stage of your journey, to find the right type of finance for your project.
    Room 6
    Challenges, Big Data & Player trading all built with zero hosting costs. Learn to dev social features with no running costs from 3 examples 
    Room 6
    No budget? No problem. Discover some free and easy strategies to effectively promote your game on social media. 
    Room 6
    In this relaxed fireside chat interview, Playsport Games’ Director Christian West will share lessons ...
Room 1
    Room 1
    Watch as an indie developer rips apart a game he spent 3 years creating without writing a single lin ...
    Room 1
    Join Josh as he reflects on his journey from hobbyist to head of an established indie team, via: Kic ...
    Room 1
    What is the British Games Institute? Discover why TIGA, UKIE & nearly 500 studios are backing the call for a new agency to fund UK games
    Room 1
    With the introduction of Shogun, Vicon has enabled Virtual Productions to be fully realised in realt ...
    Room 1
    Want players and the games industry to pay attention to an issue you care about? Wellcome’s Toni Bra ...
    Room 1

    Tips and tricks to get an internship in the games industry will help students avoid classic mistakes and give them a head start

Room 2
    Room 2
    Few developers can boast so varied a CV as Tetsuya Mizuguchi. In his 27 years in the videogame busin ...
    Room 2
    Zynga took the social/casual gaming world by storm 10 years ago by out ‘PMing’ competitors. Come and ...
    Room 2
    This session, ace Communications Coach, Jon Torrens and marketing man, Stephen Hey, will give you the ammo you need to bring the big guns to your next pitch.
    Room 2
    Make your gameplay feel more meaningful with a fully integrated story world. This talk opens up the powerful tools of narrative design.
    Room 2
    After years spent under the wing of other studios, Jack started a studio to take control and make a ...
    Room 2
    A practical toolkit for planning, building, testing, and prototyping to reduce simulation sickness in VR. 
    Room 2
    Liam's talk discusses the challenges in developing unconventional game systems, and how going against the grain can work in your favour. 
Room 3
    Room 3
    Mata Haggis has stepped in to give this talk as Dan Abnett had a family emergency.
    Room 3
    How do you get commercial work for agencies and corporates, fit it in with your own longer term goals and not end up selling your soul! 
    Room 3
    How to apply urban planning, city design, and the principles of urban geography to the creation of r ...
    Room 3
    The talk will suggest measures to prevent, suppress or deter exploiters from taking advantages in your game. 
    Room 3
    A case study on the innovative production of Tom Clancy's The Division, Underground DLC, with a focu ...
Room 4
    Room 4
    After working on the Killzone series of First Person Shooters, Guerrilla set out to create a vast, o ...
    Room 4
    3 Artists from Ubisoft Massive talk about moving up the ranks from junior to senior as an environmen ...
    Room 4
    Lukas will present the perils of Google Cardboard, using his experience of leading the technical dev ...
    Room 4
    Chris Wilson, Design Director at Cardboard Sword, reflects on the challenge of teaching a complex co ...
    Room 4
    Benjamin Hill discusses how good production management helps break development chains, freeing your indie game ensuring it gets to market.
  1. Room 4
    Come and see a quick video presentation of all the Game Jam games and find out which team was voted ...
Room 5
    Room 5
    In his Develop talk Tim Wicksteed, creator of indie hit Big Pharma, asks “How can we design a game so that it markets itself?”
    Room 5
    Chucklefish's Molly Carroll discusses how the studio fostered a community early on & managed expectations through four years of development.
    Room 5
    Choosing to create a game character based on a creature that terrifies most people isn’t the most ob ...
    Room 5
    A BAFTA sponsored cross-industry masterclass that explores the relationship of technology between ga ...
    Room 5
    A close look at how and why we introduced a games-as-a-service model into our free-to-play game, Fallen London, and how it worked out. 
Room 6
    Room 6
    An introduction to the day by the Audio Track Chair John Broomhall.
    Room 6
    Microsoft recently announced support of spatial audio in PC and Xbox, what does this mean for you as ...
    Room 6
    Mass Effect: Andromeda’s Audio Director, Michael Kent, is going to step through some of the methodol ...
    Room 6
    Using examples from his recent experiences as Supervising Sound Designer on Wipeout Omega Collection ...
    Room 6
    Voice director Hugh Edwards takes a tour of the most common pitfalls that unprepared gamedevs encoun ...
    Room 6
    A project like Planet Coaster arguably presents some of game audio’s most head-scratching challenges ...
    Room 6
    In this talk, Jeremie will walk through the challenges BioWare faced in designing one holistic music ...
    Room 6
    To take one the most popular and best-loved franchises on the planet to a new interactive platform i ...
    Room 6
    In keeping with Develop Conference tradition, John Broomhall is joined by a panel of other game audi ...
  • Being here gives me a lot of energy - and I’m sure a lot of other people too, to keep going. And I hope I can be here again in maybe 10, 20, 30 years!
    Hideo Kojima
    Kojima Productions
  • I love coming to Develop:Brighton – it’s a great chance to network, tell people what you’re up to, have meetings, do business deals.. also finding some great talks and great information from some of the best speakers around. It’s a regular thing I come to every year and I can’t imagine not coming.
    Patrick O’Luanaigh
    CEO, nDreams
  • It’s not just about the great talks, but it’s about bringing together the whole community, it’s the networking – it’s just amazing, we love it!
    Aj Grand-Scrutton
    Co-founder, Dlala Studios
  • The quality of the attendees is very high – lots of interesting folks asking some great questions and there are some sweet names who are presenting.
    Luke Krane
    Head of Games, Kickstarter
  • It’s key to have UK events like this that allow the coming together of developers, sharing of knowledge, networking, deals to be struck and fun to be had!
    Sam Watts
    Operations Lead, Make Real
  • I think really it’s important for developers to get together at events like Develop, share war stories and learn from one another.
    Robin Hunicke
    Co-founder, Funomena
  • I know a lot of people who’ve come to Develop for the networking opportunities, to speak to each other and to give support to each other… just hearing other people’s ideas can help spark inspiration.
    Kate Russell
    Journalist, Reporter and Writer
  • Develop is a very important place – it’s one of the few developer focused conferences we have in Europe and that makes it very valuable.
    Rami Ismail
    Vlambeer

 

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Suggestions Box

We'd love to hear any suggestions you have for this year's Develop:Brighton - who you'd like to hear talk, ideas for sessions, anything at all you'd like to tell us that will make the event better for you!