Free sessions for students, start-ups, and anyone else looking to be the next big thing! Join us to hear straight talking from successful indie developers about how they started, what worked for them, and what mistakes they made – so you can avoid repeating them. Plus talks from experts and leaders in their field who can guide, advise and inspire you on your game making journey.
We love to give players tasks to do, whether we call them quests, Achievements, Trophies or something else. But other than giving some structure to the game, why do they work? What parts of our gaming brains do they tap into? Are they rewarding in and of themselves? Are we, as game developers, making the most of these opportunities to potentially increase the depth and enjoyability of our games? By exploring these questions, Hal goes into how giving players tasks (and subsequently promising future rewards) influence gamers’ motivation – both good and the bad. Using evidence from scientific studies, the information enables game developers to create “game tasks” that players will find more engaging, enjoyable and rewarding.
Mike Gamble, the former European head of Unreal Engine, is calling on developers to rethink how they develop and take games to market – whilst retaining IP ownership, creative control and managing the tricky problem of discoverability.
Talenthouse Media Foundry is a suite of services that provides developers access to the skills they don't have internally, allowing them creative and commercial control of their projects throughout the entire development cycle from Pre Production right through to 'Go to Market'.
Mike will call on developers to seriously consider how they target and develop projects, the best use and ownership of IP, creative freedom and even the nuts and bolts of how they develop their titles.
This presentation is a must see for any developer considering their development and commercial options, either in the short or long term.
Studio growth brings many unexpected challenges - not least during a pandemic that redefines the way we all work and relate. How do you engage with new hires? How best to structure your work in this new environment? What surprises are waiting for you? And most importantly, how do you manage change and growth while retaining the things that make you, you?
Xbox veteran and Azure gaming lead Harvey Eagle is joined by Iain Brown, Server and Multiplayer Lead for Hello Games, to discuss how No Man’s Sky’s procedurally generated universe was shared by its players. From cross-play, in-game communication and database management, to scaling server infrastructure to cope with player demand, you’ll learn more about how Azure and Azure PlayFab helped enable players to share the No Man’s Sky universe.
Mental health is a topic rarely discussed but it has now become more important than ever, especially in the games industry. In this talk, you will learn how to build practices and routines that help improve your life and stay sane in challenging situations. I will share my own experience of building a regular yoga and meditation practice whilst managing a busy game studio. I will talk about how it impacted my own life and how it helped me navigate my own project from financing through to release.
Running a business is risky and we face doubts on a daily basis. Will I get investment for my project? Will I be able to ship the game in time and will people like it?
But on a deeper level, many of us experience stress for all sorts of reasons.
Yoga and meditation can help you stay positive and productive in the face of these challenges.
I will share my own journey with you and show you examples from my asana, meditation and breathing practices. I will also give simple, practical tips on how you can build your own practice. It’s a topic I am excited about and I love to share because it has worked for me and I hope it will work for you too.
A personal and practical look at how to integrate small but powerful yoga and meditation practices into the busy life of a game developer.
For many indie devs getting a publishing contract is the Holy Grail. Publishers can provide much needed funding, production and marketing support, as well as providing access to a community of players for your game. However, any publishing agreement is by default likely to weigh in the publisher's favour.
"Contract Killers" are those common clauses and provisions in those contracts that developers should be aware of, and understand the legal and commercial ramifications of accepting those clauses at face value.
We will look at whether certain provisions are "fair and reasonable" legally and commercially and hopefully give developers some confidence heading into a negotiation that it is ok to ask for certain clauses to be changed before they sign on the dotted line.
Attendees will learn that it is ok to negotiate their publishing contract. This presentation will look in-depth at what certain clauses (or the absence of certain clauses) will mean for developers, and what they should look for if they are given a contract by a publisher.
No matter what role you have in gaming, what game you're developing, or your reason for building a game, it all leads to fan engagement. These are the people that play your game, stream your game, get good at your game, get frustrated with your game, review your game, and demand more from the universes you build. Fans, to put it simply, turn your world into something they adore, own, and engage with. In turn, transforming that world into a living, breathing brand. This talk works with brands and why you see gaming imagery on t-shirts, exactly how powerful, creative and exciting licensing can be for fans, and why you need to build a game with a brand in mind.
It's never too early to start thinking about marketing, it's a key component of the development process and yet is so often considered an additional luxury - this is particularly true of the indie industry.
A lot of indie developers won't have the resources to explore every aspect of marketing but a strong grasp on the basics can go a long way to avoiding the more obvious pitfalls.
Join indie game marketing expert, Jon Calvin as he brings years of experience helping indie game developers release their games condensed down into a quick fire list highlighting the most prevalent marketing missteps indies can make in today's competitive market.
From graduating from university to securing funding for their first title, Waving Bear Studio explains how they transitioned from students to professionals. Originally choosing to form a studio instead of taking a placement year at university, they will share key takeaways from their 3-year journey post-graduation, whilst offering advice to others in a similar position. Talking points include securing funding, handling rejection, staying passionate, motivated, and open-minded, as well as always ensuring you are still having fun.
One of the things I like about Develop is it brings people together from across Europe and the whole world. There is a very high level of professionals here, so you have company leaders having drinks with juniors from their community.
Dr Mata Haggis-Burridge
I’ve been to every single Develop in the last 12 years. One thing you get here is networking - you will meet the most amazing individuals in the video games industry.
I absolutely love coming to Develop, it’s a brilliant, brilliant conference – you just know you’re guaranteed to meet everyone.
Jo Twist, OBE
Develop is important – the networking is very important. And go to talks they’re inspiring and get your creative juices flowing, they can make you think and you’ll learn how other people do things.
Develop:Brighton is especially unique - it’s by the seaside and there’s a lovely relaxed tone that goes with that.The talks are cool, the networking is cool and having the opportunity to catch up with people – that’s always the excitement for me!
Develop always gets put in the diary. There are many reasons to be here, not just the talks, but the networking, people exchanging ideas about where the industry is right now and where it’s going to. It’s pretty essential to be here I think.
Ian Livingstone, CBE
Develop is an excellent way of catching up with people – there’s a really nice community feel here.
Mike Bithell Games
We are so lucky to have Develop here in the UK. It’s a unique event where you can come and discover new things with people who care passionately about video games. It’s a sea full of new ideas.
I really like Develop, I really like the intimacy of it and I love the location.. there’s a good diversity of talks going on so there hasn’t been a time when there’s nothing I want to see.
Develop:Brighton’s a great conference. It’s got a spread of people from all parts of the games industry talking about such a wide range of topics.
There are many ways you can be part of Develop:Brighton - including taking a booth in the Expo or choosing one of the many sponsorship opporunities during the event or at the Star Awards.Contact us now!