11 - 13 July 2017

Develop Brighton

Insight:Inspiration:Networking

2017 Sessions

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    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 them around? Answer: build a community. Great news...your existing players are already creating socia ...
    Room 2
    The gaming coverage landscape has changed dramatically over the past few years, and  the rise of 'online personalities' playing games for bespoke audiences on the internet continues. How do you best w ...
    Room 3
    How to apply urban planning, city design, and the principles of urban geography to the creation of realistic, believable, and thus immersive urban environments in games of all genres. Creating credibl ...
    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 5
    Chucklefish's Molly Carroll discusses how the studio fostered a community early on & managed expectations through four years of development.
    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 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 4
    vTime Managing Director Clemens Wangerin explores the cohorts driving social VR forward, and the behaviour shaping the medium as a whole. 
    Room 4
    After working on the Killzone series of First Person Shooters, Guerrilla set out to create a vast, open-world action RPG: Horizon Zero Dawn. To meet this challenge, it was clear from the beginning tha ...
    Room 5
    More info coming soon.
    Room 5
    A project like Planet Coaster arguably presents some of game audio’s most head-scratching challenges. Frontier’s Lead Sound Designer for the project will discuss the problem-solving process itself and ...
    Room 4
    With the release in 2016 of the CCG Shadowverse, mobile hit "Rage of Bahamut" developer Cygames went from publishing popular domestic mobile games to suddenly being the master of Japan's most played E ...
    Room 5
    How can the eSports sector grow? By learning from the successes (and failures) of football. 
    Room 2
    Few developers can boast so varied a CV as Tetsuya Mizuguchi. In his 27 years in the videogame business he’s designed hydraulic-powered arcade cabinets, crafted stone-cold classics such as Sega Rally, ...
    Room 2
    It started out from a simple premise, the childhood fantasy of piloting an X-wing. When players first tried an early build, the development team was blown away by the tearful reactions. This emotional ...
    Room 4
    Room 5
    Room 2
    Room 6
    Room 5
    Choosing to create a game character based on a creature that terrifies most people isn’t the most obvious idea for a fun, non-violent video game so what made Seb choose a serpent? From humble beginner ...
    Room 4
    Funding session. More info coming soon.
    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 5
    Room 5
    Room 5
    Room 2
    @SecretSorcery shares learnings from studio formation and the development of their critically acclaimed multi-platform VR debut, #Tethered
    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 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 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
    In keeping with Develop Conference tradition, John Broomhall is joined by a panel of other game audio experts for an inclusive town hall style discussion with conference delegates about the current st ...
    Room 6
    No budget? No problem. Discover some free and easy strategies to effectively promote your game on social media. 
    Room 5
    Mass Effect: Andromeda’s Audio Director, Michael Kent, is going to step through some of the methodologies, vision, and strategy behind the audio effort for the game. Lessons learned, specific examples ...
    Room 3
    A case study on the innovative production of Tom Clancy's The Division, Underground DLC, with a focus on the four month development process within Reflections (Newcastle) and the lessons learned by th ...
    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 6
    How to make a hacking game hackable, come and learn about @OffGridTheGame's approach to extensive modding with @Unity3d 
    Room 1
    Chris Wilson, Design Director at Cardboard Sword, reflects on the challenge of teaching a complex control scheme that breaks from the genre norms. When the team began work on ‘The Siege and The Sandfo ...
    Room 4
    Rex Crowle's Art talk will discuss creating games which fully integrate the artistic style with its gameplay and brand.
    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 4
    Graeme Devine is Chief Game Wizard at Magic Leap. In this keynote Graeme will look into the future at how mixed reality will bring and change even the most ordinary tasks into something magical. Explo ...
    Room 5
    In this talk, Jeremie will walk through the challenges BioWare faced in designing one holistic music system within the Frostbite Engine. The key focus was to build a system that could handle both a co ...
    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 5
    The inside track on who when and why to work with influencers by the influencers themselves.  
    Room 5
    Simon comes from a background of running independent studio Four Door Lemon for 10 years producing a range of mobile, console and handheld games both original and work-for-hire. In 2016 he co-founded ...
    Room 5
    Improbable founder Rob Whitehead explores the hidden technical challenges of building giant, cloud-based, distributed games. He'll look at the design choice of scaling monolithic game engines versus s ...
    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 5
    Voice director Hugh Edwards takes a tour of the most common pitfalls that unprepared gamedevs encounter on dialogue projects for videogames.  Examining everything from script preparation and the vital ...
    Room 5
    Using examples from his recent experiences as Supervising Sound Designer on Wipeout Omega Collection, Loic will discuss the fundamentals of his project management approach to achieve maximum productiv ...
    Room 6
    Triangular Pixels present various methods for VR interaction; high level approaches, low level implementation notes & novel maths techniques 
  1. Room 4
    Come and see a quick video presentation of all the Game Jam games and find out which team was voted overall winner by the judges. We'll also be announcing the winners of the 2017 Indie Showcase Award ...
    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.
  • 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!