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11:00am
John Campbell Triangular Pixels11:00am - 11:45amRoom 4From Constraints to Creativity: The Art and Science of Procedural Level Design
Tuesday 8th July11:00am - 11:45amRoom 4Procedural level generation is more than just a clever algorithm—it’s a tool for unlocking creativity, streamlining workflows, and delivering unique player experiences. In this session, we’ll take you behind the scenes of Unseen Diplomacy 2 to showcase the innovative design and development of its procedural level generation system.
The key design constraints that made procedural generation the right choice will be shared and we’ll explore how we structured a system that puts control into the hands of designers and artists. You’ll see how this approach not only fosters creativity but also makes procedural systems accessible and adaptable for teams of any size or composition.
We’ll break down the graph-based workflows that formed the foundation of our system, offering insights into making complex tools intuitive for designers while retaining technical control. We’ll discuss practical lessons learned, from prototyping to production, and how these workflows can be applied across different game genres.
The session will also cover integrating QA into procedural pipelines, focusing on how to create meaningful, actionable feedback loops and tackle the unique challenges of debugging dynamic content.
Finally, we’ll share a case study of the custom tools we developed, revealing what worked, what didn’t, and how these lessons can help you wrangle the complexity of procedural systems in your own projects.
Whether you’re a programmer, designer, or tools specialist, this talk will equip you with the strategies and insights to make procedural generation a core part of your creative toolkit.
Session Takeaway
- A data oriented method for procedural level designs that encourages collaboration between programmers, designers and artists - allowing creatives to direct the level and be creative
- Lessons learnt taking a prototype to production quality and the tooling built along the way
- How to wrangle the complexity of a procedural system, the extra challenges it brings and how to adapt it to your team size
5:00pm
Peter Hansen FuturLab5:00pm - 5:45pmRoom 4PowerWash Simulator: A Deep and Dirty Tech Dive
Tuesday 8th July5:00pm - 5:45pmRoom 4The global hit PowerWash Simulator is an unusual concept that brought many unusual technical challenges. From its Dirt Pipeline that allows rich level editing whilst adhering to strict technical requirements, to very data-intensive save logic and multiplayer, many bespoke solutions had to be built to support its development.
Its immediate success on Early Access, and later on all last and current-gen consoles, pushed the boundaries further: with more and larger levels running on more platforms, other highly scalable solutions were needed to ensure a productive content pipeline (asset management, CI/CD, content validations, DLCs) and gameplay experience (multiplayer, runtime performance).
This talk will cover many dirty – and clean! – tricks pulled in Unity and C# to bring the game to life.
Session Takeaway
- Approaches on managing asset-heavy Unity multiplatform projects
- Overview of a high-performance save data system in Unity
- A flexible custom build pipeline in Unity
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11:00am
Andrew Fray Studio Enso11:00am - 11:45amRoom 4Productive & Pragmatic Prototype Programming
Wednesday 9th July11:00am - 11:45amRoom 4There’s countless talks about how to run a prototype from a design point of view, and talks aplenty about what makes good production code, but when it comes to writing code for prototypes, best practice is either “treat it like production”, or a licence to be slapdash and casual.
There’s more to effective prototype code than this!
Andrew Fray has a decade of experience leading prototyping code teams at Spry Fox and Roll7, and will lay out his framework for implementing and maintaining prototype code in a way that lets designers answer important questions as effectively as possible, without coders getting bogged down in spaghetti code.
Session Takeaway
- The differences between prototyping and production code, what goals they satisfy, and how their audiences differ
- How to select the right corners to cut when implementing prototype features
- How to analyse prototype features to help you reason about the state of the prototype, and make the transition to shipping code
12:00pm
Steve Ewart Havok12:00pm - 12:45pmRoom 7Coding FREEBridging the Many World Representations in Video Games
Wednesday 9th July12:00pm - 12:45pmRoom 7Our game graphics have reached a level where differentiation may come, if not from style, then by pulling from other representations of the world. Aside from the graphical, the audible, navigable, and physical representations of the game are unique; each needing to be described, queried, and updated independently. They also need to work in an efficient pipeline, ultimately complementing each other.
Given the complexity that may arise from communication within and between the many representations of the game world, we need tools to help interpret the data flow without requiring domain expertise.
This session walks through the creation, maintenance, and analysis of these representations through the optics of the Havok SDKs and tools, with the aim of enhancing the interaction and immersion in a final cohesive game world.Session Takeaway
- Understand how different representations of the game world can be generated from the graphical representation automatically.
- Learn about approaches to keeping the different representations correlated and communicating efficiently with each other.
- Get an overview of the visual tools needed to allow anyone to interpret & analyse non-graphical representations of the world.
2:00pm
James Vigor Ground Shatter2:00pm - 2:45pmRoom 3Now Do it Again, But Better – Building on the Success of Fights in Tight Spaces
Wednesday 9th July2:00pm - 2:45pmRoom 3Fights in Tight Spaces is the high-octane action movie of the roguelike genre, combining a striking visual style with deep, strategic deck building. The small team at Ground Shatter were blown away by its success and felt a great responsibility to deliver an incredible sequel to match it. Or to borrow a phrase: Do it again, but better!
Join Senior Programmer James Vigor as he explores some of the challenges the team faced in bringing their flagship game to life, and how they built upon its success for its medieval fantasy spin-off, Knights in Tight Spaces.
In this talk, James will guide you through the process of dissecting the codebase, reviewing its strengths and flaws, and deciding which bits to keep and which to rebuild from the ground up. It will appeal to developers who are working on turn-based strategy games, those about to embark on a sequel to an existing game and anyone interested in more general programming architecture advice. James will share his open and honest examination of his experiences, having been through a full development cycle of both of these popular games.
Session Takeaway
- The importance of having a post-mortem and how to contribute as a programmer
- The pros and cons of rebuilding architecture from scratch
- The lessons we learned from our games that can be applied to other turn-based games
- The importance of putting the power in the hands of the content providers
5:00pm
Kirsty Fraser Third Kind Games5:00pm - 5:45pmRoom 3Leading a Coding Team with Imposter Syndrome
Wednesday 9th July5:00pm - 5:45pmRoom 3Imposter syndrome can sometimes stay with us as we progress through our careers. You may find yourself in the situation of having your first project to lead and the self-doubt is still lurking in the background. This session will take you on a journey of how to handle leading a new project - from the first few days of setting up source control and workflows, becoming masters of a new codebase, submitting the first deliverables and handling the ups and downs in between - all while keeping imposter syndrome as far away as we can manage.
Session Takeaway
- Best practices on how to lead and manage a team through a new project.
- How to navigate imposter syndrome across the team, throughout the course of a new project.
- Understanding common pitfalls of new team leads and how to avoid them.
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12:15pm
Keith Judge Tanglewood Games12:15pm - 1:00pmRoom 45 of The Most Important Things to Know About Unreal Engine
Thursday 10th July12:15pm - 1:00pmRoom 4In this speaker session, experienced Unreal Engine experts Tanglewood Games will share their 5 most important lessons on Unreal Engine. Keith has worked with Unreal Engine for 13 years, and the Tanglewood Games team have seen and worked to adapt to huge changes on the premier video game development tool. Speaking from a position of authority, Tanglewood Games will explain the most important considerations for a studio and developers to make when using Unreal.
Session Takeaway
- Considerations to make before, during and after using Unreal
- Important lessons for studios and developers to learn on Unreal, from Unreal experts
- An understanding of the development history Unreal Engine has been through since its original creation
2:00pm
Stephanie Bazeley Team Junkfish2:00pm - 2:45pmRoom 4Moving from Unity to Unreal: An Indie Studio’s Perspective
Thursday 10th July2:00pm - 2:45pmRoom 4Deciding which game engine to make your next title in can be a difficult task for any studio. At Junkfish, we recently made the decision to go from a Unity-only studio, to developing and releasing titles in Unreal as well. This session will compare our experience between the two engines, as we discovered for ourselves the differences in features, solutions and pain points of the two engines.
As we transitioned away from the prefabs and C# of Unity, we had to learn Unreal’s code and feature equivalents, handle differences in project architecture, and adapt to various workflow changes. This talk will focus on which aspects of development became easier, and which became more challenging, largely from a programmer’s perspective.
My aim is to provide a developer’s insight to help other studios determine if switching from Unity to Unreal, or vice versa, is the right choice for them.
Session Takeaway
- Insights into the development differences between Unity and Unreal
- Overview of our team’s transition from Unity to Unreal
- The hindsight of developing a project in a new engine
3:00pm
Tyson Roberts Google DeepMind3:00pm - 3:45pmRoom 2Zero to Fun: “Vibe Code” Games Together (non-coder friendly!) PART 1
Thursday 10th July3:00pm - 3:45pmRoom 2Ever wanted to build your own game or app but coding was a barrier? Or are you an experienced coder curious about how AI can accelerate your creative process? This interactive workshop is for you!
Join us for a hands-on session where you'll discover the unironic magic of "vibe coding" – using intuitive, conversational instructions with Generative AI to bring your game idea to life immediately. We'll guide you step-by-step to create a simple, fun game or application, regardless of your prior coding experience. Experienced coders can leverage their skills and bypass boilerplate directly to creating fun content.
Bring your laptop and your imagination – let’s build something amazing together!
Session Takeaway
- Hands-on experience creating a working game or app using Generative AI.
- Fundamental skills in guiding AI to generate functional code.
- A project to share and the inspiration to continue exploring in AI-driven development.
- Vibe Code something new from Zero!
4:00pm
Tyson Roberts Google DeepMind4:00pm - 4:45pmRoom 2Zero to Fun: “Vibe Code” Games Together (non-coder friendly!) PART 2
Thursday 10th July4:00pm - 4:45pmRoom 2Ever wanted to build your own game or app but coding was a barrier? Or are you an experienced coder curious about how AI can accelerate your creative process? This interactive workshop is for you!
Join us for a hands-on session where you'll discover the unironic magic of "vibe coding" – using intuitive, conversational instructions with Generative AI to bring your game idea to life immediately. We'll guide you step-by-step to create a simple, fun game or application, regardless of your prior coding experience. Experienced coders can leverage their skills and bypass boilerplate directly to creating fun content.
The second session will build upon the first session and talk about some of the ways you can push your initial idea further… or how to start again with a new one. This is still a great place to jump in if you missed it!
Session Takeaway
- Hands-on experience creating a working game or app using Generative AI.
- Fundamental skills in guiding AI to generate functional code.
- A project to share and the inspiration to continue exploring in AI-driven development.
- Vibe Code a second idea, or push your first idea further!
David Partouche The Multiplayer Group4:00pm - 4:45pmRoom 3Hierarchical Kinematic Path Planning for Vehicles in Open Terrain
Thursday 10th July4:00pm - 4:45pmRoom 3Existing solutions for navigation in game engines are mostly aimed at biped characters, and can’t be applied for vehicle navigation, as it fails to take into consideration the kinematics constraints of the vehicle. Most games use navigation paths for vehicles, which are precomputed and already optimised for the vehicle’s turning rate at a given speed. But it means that the vehicle needs to stay on these paths. We provide a solution, adapted from Stanford’s Hybrid A* to allow vehicles in game to navigate anywhere on an open map.
The Hybrid A* allows for a realistic representation of the path a vehicle can take by calculating its different positions based on its turning angles, instead of having fixed points on a map like a traditional A*.
The original Hybrid A* algorithm is adapted for a vehicle driving at a constant speed, and calculates its future position on the fly, which restricts its functionality for video-games. Our solution was to calculate the turning radius of each vehicle for different speeds, and add the results to a datatable that is used to calculate the path points on the grid.
We also adapted the algorithm to use a double-layered hierarchical map, where the highest layer would do a traditional A* to check first if a goal can be accessed, and the lower layer would use the hybrid A* algorithm. Once we have the result of the A*, we can compute the the hybrid A* in parallels for each subpath, optimising the cost of the algorithm.
Session Takeaway
- Vehicle Navigation
- Hierarchical Hybrid A*
- Kinematic Pathfinding