PRODUCTION TRACK

WELCOME TO THE NORDIC GAME 2012 PRODUCTION TRACK – IN COLLABORATION WITH HANSOFT AND IGDA

“We wanted to take some of the interesting discussions around cutting edge production practices we frequently have with our customers into a more public forum, inviting an even bigger crowd to join the conversation. This is an exciting first step in that direction and we are very happy about the opportunity to collaborate with IGDA and Nordic Game.

Most importantly we want the Production Track session contenct to be indepth enough for senior production leaders, still comprehensible for junior leaders just learning the ropes. We are very proud to present such a strong lineup of speakers who all have the success and experience to back it up.” - Patric Palm, Producion Track advisory board chair and Hansoft CEO

 

PROGRAM

 

24 May, 11:15-12:00
BUILDING A STUDIO CULTURE

With Dorian Kieken, Development Director, Bioware
Culture. A big word with many definitions and many meanings. This presentation will focus on one in particular: the set of shared attitudes, values, goals, and practices that characterizes an institution, organization or group. Or more simply said: 'the way things get done around here”. There is a strong belief at BioWare that the company culture is key to what has made us successful over the years. It has shaped what the company has done, it continues to do so today, and it marks the way to our future. It is the holistic concept that defines and is defined by every person that is part of the company. 

24 May, 13:00-13:45
THE EVOLUTION OF DISTRIBUTED DEVELOPMENT
With Philippe Angely, Director Product Solutions, Virtous
Game developers are broadening their approach to distributed development - from production of standalone assets to full levels and sections of games. Philippe Angely will share how that works at Virtuos, and how multiple multidisciplinary teams can best work together to deliver more content.

24 May, 14:00-14:45
AGILE 2012: LATEST EXPERIENCES AND PRACTICAL TIPS FROM THE TRENCHES
With Jay Ranki, Project Lead, Remedy
We’ve all seen plenty of theoretical talks about agile; talks that describe the basics, the textbook versions of different agile practices. This talk is going to skip all that and drive straight down into the trenches, giving you a look at how Remedy applies different agile practices into their practical everyday work.

24 May, 16:15-17:00
5 WAYS PRODUCERS AND PRODUCTION CAN UNLOCK CREATIVITY 
With Don Daglow, Pres. & Creative Dir, Daglow Entertainment LLC
How can we preserve the creativity of game developers in a world of ever-tightening schedules, micro-managed budgets and hyper-competitive markets? How do we escape the pattern of using all our efforts just to make the next deadline, with nothing left over to enhance unique features or quality? Based on his experience leading development teams on every generation of game hardware, Don Daglow will share five methods you can start using immediately to give your team more opportunities to think creatively.

SPEAKERS


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Don Daglow, Pres. & Creative Dir
Daglow Entertainment LLC
Bio:
Don Daglow has been designing computer games for over 40 years, and is the only game designer and producer in industry history to lead development teams on every generation of game hardware. His creation of the first graphical MMORPG, Neverwinter Nights, earned an Emmy® Award for Technology and Engineering in 2008.


5 WAYS PRODUCERS AND PRODUCTION CAN UNLOCK CREATIVITY
How can we preserve the creativity of game developers in a world of ever-tightening schedules, micro-managed budgets and hyper-competitive markets? How do we escape the pattern of using all our efforts just to make the next deadline, with nothing left over to enhance unique features or quality? Based on his experience leading development teams on every generation of game hardware, Don Daglow will share five methods you can start using immediately to give your team more opportunities to think creatively.

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Dorian Kieken, Development Director
BioWare
Bio:
Dorian has worked in the video games industry for over ten years and been credited on seventeen titles in roles ranging from Game Design to Production. He joined BioWare as a Producer/Project Manager in 2007, and early 2009, joined the newly founded BioWare Montreal studio as one of the first employees. Since then, Dorian has worked on Mass Effect 2 and Mass Effect 3 as Montreal Development Director, and plays a key role in the on-going evolution of the studio.

 

BUILDING A STUDIO CULTURE
Culture. A big word with many definitions and many meanings. This presentation will focus on one in particular: the set of shared attitudes, values, goals, and practices that characterizes an institution, organization or group. Or more simply said: 'the way things get done around here”. There is a strong belief at BioWare that the company culture is key to what has made us successful over the years. It has shaped what the company has done, it continues to do so today, and it marks the way to our future. It is the holistic concept that defines and is defined by every person that is part of the company.

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Jay Ranki, Project Lead
Remedy
Bio:
Jay is the Project Lead for Remedy’s unannounced project targeted at future generation consoles. Before that he has shipped several titles in a Producer role, including Alan Wake. Jay is also Chair of the IGDA Finland Advisory Board and has in the past served many years as the chapter’s Lead Coordinator.


AGILE 2012: LATEST EXPERIENCES AND PRACTICAL TIPS FROM THE TRENCHES
We’ve all seen plenty of theoretical talks about agile; talks that describe the basics, the textbook versions of different agile practices. This talk is going to skip all that and drive straight down into the trenches, giving you a look at how Remedy applies different agile practices into their practical everyday work.

 

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Philippe Angely, Director of Production Solutions
Virtuos
Bio:
Philippe is the face of Virtuos in Europe, and oversees the team handling Virtuos’ clients in Europe and Asia. He has helped deliver high-end projects for dozens of Virtuos clients.


The Evolution of Game Development
Game developers are broadening their approach to distributed development - from production of standalone assets to full levels and sections of games. Philippe Angely will share how that works at Virtuos, and how multiple multidisciplinary teams can best work together to deliver more content.

 

 

 

"The IGDA is proud necessary to collaborate for the first time with the Nordic Game Conference, a leading global developer event. This unique track focuses on tangible takeaways and elevating the craft for production leaders. It is great that Patric and his team at Hansoft continue their role as an industry thought leader by helping assemble this wonderful program."

- Gordon Bellamy, IGDA Chair

ADVISORY BOARD

 

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Patric Palm, CEO
Hansoft
Bio:
As CEO and co-founder of Hansoft, Patric discusses best practices for large scale agile and lean development on a daily basis with clients in Australia, Asia, Europe and North America in industries ranging from space, aerospace, telecom, and software applications to game development and publishing. Hansoft is a collaborative tool for project and program planning and tracking, team- program- and portfolio backlog management, task and defect tracking, portfolio workload management, real-time reporting and document versioning, supporting methods such as Scrum, Kanban and Gantt-scheduling. Patric is a frequent speaker at international agile software development and game development conferences including keynotes at a Scrum Gathering and the Develop in Brighton conference. He also serves as board member on a number of non-profit organizations and is an instructor within the Swedish Air Force.

 

 

 

 

 

 

 

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Gordon Bellamy, Executive Director
IGDA
Bio:

Gordon has served as the Executive Director of the International Game Developers Association since November 2010.

He has spent the past seventeen years producing and marketing interactive content. He also develops strategic business partnerships with video game publishers, social media developers and technology partners.

As an executive consultant for MTV, Bellamy provided creative guidance on the content, direction and strategic marketing partnerships for the annual Spike TV Video Game Awards show and the highly rated weekly program GameTrailers TV with Geoff Keighley, also on Spike TV. Previously, he was Executive Director of the game industry's trade organization, the Academy of Interactive Arts and Sciences. Bellamy has also played key business and product development roles at Electronic Arts, where he was named the company's Rookie of the Year for his work on the best-selling Madden Football franchise, THQ, and Activision subsidiary, Z-AXIS. Gordon previously served as Chair of the Board of the International Game Developers Association and serves as a judge for the Promax/BDA MI6 Awards, which celebrate the best in marketing, advertising and design within interactive and game entertainment. He earned a BA degree from Harvard College in engineering, where he was also a John Harvard scholar and an AT&T/Bell Labs Engineering scholar.

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Samuel Ranta-Eskola
Hansoft
Bio:
Samuel Ranta-Eskola is a Senior Production Expert at Hansoft with the primary role of helping game developers around the world leverage their Hansoft usage, taking their productivity to new levels. Samuel has been working with large scale game and software development and project management for 8+ years in various roles within engineering and production. Most recently he worked as a Senior Producer at Starbreeze, where he was leading large productions in association with EA.

 

 

 

 



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