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    • Dates & Venue
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  • News
  • Nordic Game 2026
    • Dates & Venue
    • Program Schedule
    • Speakers
    • Summits
    • AI Track
    • Indie Showcase
    • Business Meetings
    • Masterclass Friday
  • Exhibitors & Sponsors
    • Exhibitors NG26 Spring
    • Sponsors NG26 Spring
    • Media & Partners NG26 Spring
  • Register & FAQ
    • Code of Conduct
    • Passes & Register
    • Upgrades and Extras
    • Hotels, Food & Drink Offers
    • Pass Discounts for NG26 Spring
  • News
  • Nordic Game 2026
    • Dates & Venue
    • Program Schedule
    • Speakers
    • Summits
    • AI Track
    • Indie Showcase
    • Business Meetings
    • Masterclass Friday
  • Exhibitors & Sponsors
    • Exhibitors NG26 Spring
    • Sponsors NG26 Spring
    • Media & Partners NG26 Spring
  • Register & FAQ
    • Code of Conduct
    • Passes & Register
    • Upgrades and Extras
    • Hotels, Food & Drink Offers
    • Pass Discounts for NG26 Spring

Nordic Game 2026
Program

26-29 May at Slagthuset in Malmö, Sweden
Summits

Gathering leaders for impactful discussions

Connect directly with industry leaders, policy makers, award-winning studios, publishers and investors in settings both open and intimate.

Facts & Figures
Program
CONFERENCE

Experts sharing thought-provoking content

Impactful testimonials, technical breakthroughs, unique solutions and more for an engaged games industry audience.

Facts & Figures
Program
SHOW FLOOR

A dynamic showcase of games industry innovators

Meet leading game companies, as well as startups and growing studios from region and across the globe, exhibiting their titles, products and services at Nordic Game.

Facts & Figures
Program
EVENTS

Be entertained, network or just unwind

Nordic Game is very much about knowledge and business, but emotion – that unique Nordic Game vibe – is an important part of the experience. From our highly-anticipated annual Nordic Game Awards show to partner events and relaxing mingles, Nordic Game offers gatherings for everyone.

Facts & Figures
Program

2026 Speaker Program

NB: THE FULL PROGRAM SCHEDULE FOR NG26 WILL BE RELEASED ON 26 APRIL

  • All Topics
  • BUSINESS
  • DEVELOPMENT
  • Event
  • IN DEPTH
  • Inspiring
  • Intense
  • PRODUCTION
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  • may-2026

    01/05/2026

  • Tuesday

    26/05/2026

  • Wednesday

    27/05/2026

  • Thursday

    28/05/2026

  • Friday

    29/05/2026

  • Tatu Petersen-Jessen
    00:00 - 00:00
    How AI is Redefining what it means to be a Developer
    By Tatu Petersen-Jessen CEO, Odd Latent

    Being a developer isn't what it used to be. But making games still lives or dies from iteration: does it feel fun, readable, surprising in your hands? I’ll share how we built an AI‑native studio at Odd Latent, collapsed a lot of roles, and redefined “developer” around shipping joy.
    BUSINESS
    DEVELOPMENT
    PRODUCTION

  • Ewa Antczak
    00:00 - 00:00
    Psychology and Technology Behind Safer Online Spaces
    By Ewa Antczak Behavioral Scientist, CEO at Felixa, Felixa

    How many harmful behaviours are you able to predict before they affect your community? This session shows how toxicity in gaming can be proactively changed in real time to improve player wellbeing, strengthen retention and reputation, and unlock sustainable long term revenue growth.
    BUSINESS
    PRODUCTION

  • Kristian PedersenKeith Lia
    00:00 - 00:00
    No API, No Problem: Deploying Fast, Private, and Purpose-built GenAI models for Games
    By Kristian Pedersen Data Engineer, Keith Lia Senior Data Engineer

    This talk explores a production-ready approach to deploying small, fine-tuned, dynamic language models inside games — without needing any internet connectivity. Ultimately, you’ll understand how to generate reliable results with dramatically reduced memory usage and power consumption, even on the smallest of devices.
    DEVELOPMENT
    PRODUCTION

  • Chris Murphy
    00:00 - 00:00
    Empowering Artists with Procedural Content Generation
    By Chris Murphy Principal Technical Artist, Epic Games

    Clever tooling and procedural functionality can bring an ambitious project into the realms of achievability! Join Epic Games for a whistle stop tour of Unreal Engine's Procedural Content Generation toolset: A fun method of quickly whipping up and iterating environments to manage large scopes while maintaining an artist driven workflow.
    DEVELOPMENT

  • Ole Goethe
    00:00 - 00:00
    From Player Data to Product Decisions: Telemetry as a Competitive Advantage
    By Ole Goethe Game Developer and Professor, Engaged and Kristiania University of Applied Sciences

    This talk shows how real-time telemetry turns player behavior into actionable insights. By analyzing gameplay data through replay and analytics tools, developers can validate design decisions, optimize experiences, and iterate faster, gaining a competitive advantage by building on evidence rather than assumptions.
    BUSINESS
    DEVELOPMENT
    PRODUCTION

  • Johanny Clerc-RenaudJayant UppalRussell Sng
    00:00 - 00:00
    Cheating by Design: Securing Your Game in the Age of AI
    By Johanny Clerc-Renaud Technical Director, Madfinger Games a.s., Jayant Uppal Growth, Anybrain S.A., Russell Sng Strategic Growth & Developer Relations, Artificial Agency

    AI is transforming not only how games are built but also how they’re broken. In competitive, multiplayer titles like Gray Zone Warfare, security isn’t just a backend problem. It impacts everything from player trust and retention to game balancing.
    DEVELOPMENT

  • Rein Zobel
    00:00 - 00:00
    Designing structure into permadeath games
    By Rein Zobel Creative Director / Co-founder, Maru VR

    Run-based genres have exploded in popularity, and the traditional way of structuring games is being challenged. After designing a roguelike VR survival game "Bootstrap Island", Rein shares his ideas on why we need a new approach to telling stories with games.
    DEVELOPMENT

  • Ed Lock
    00:00 - 00:00
    Approaches to WFH
    By Ed Lock Strategist, ActionRocket

    Panle discussion
    DEVELOPMENT

  • Jenny Holmstrøm
    00:00 - 00:00
    Boss battle your insecurities
    By Jenny Holmstrøm CEO, InsaneoBerry

    Become a super star within the game industry! Combine Game Design with real life to level up your professional self.
    BUSINESS
    DEVELOPMENT

  • Emma Varjo
    00:00 - 00:00
    Deceptive Design and Why Games Need to (Sometimes) Tell the Truth
    By Emma Varjo Head of UX and Design, Frends Technology

    Video games function as deceptions, blending storytelling, puzzles, and surprise to engage players. This talk examines when design crosses into harmful or illegal "dark patterns". It explores how games exploit mental models and emotions and asks how designers and studios can balance engaging deception with ethics, regulation, and player autonomy.
    BUSINESS
    DEVELOPMENT

  • Jason Della Rocca
    00:00 - 00:00
    VC Panel: Current State of Venture Funding
    By Jason Della Rocca Co-Founder

    Welcome to the annual VC panel where we explore what's happening in the world of venture financing and the challenges of attracting investment for your scaling business. Always an intense discussion with lots of candor and care.
    BUSINESS

  • Zahrah IsaacsJacob Riis
    10:30 - 10:45
    Welcome to NG26 Spring
    By Zahrah Isaacs Main Stage Hosting, Jacob Riis Program Director

    Program Director Jacob opens NG26 with a short welcome speech and introducing the main stage host.
    Event
    Where
    Theatre

  • Jesper KydMat Ombler
    10:45 - 11:30
    In Conversation With Jesper Kyd
    By Jesper Kyd Composer, Mat Ombler Head of Music and Gaming Partnerships

    BAFTA award-winning Danish composer Jesper Kyd is renowned for his immersive, atmospheric music and boundless creativity. In this NG Conversation Jesper meets games & music strategist Mat Ombler for a inspirational chat about Jesper's career and music.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Theatre

  • Sonja Ängeslevä
    11:00 - 18:00
    Executive Summit
    By Sonja Ängeslevä CEO

    The Executive Summit is an exclusive gathering designed for senior executives and decision-makers in the gaming industry. Hosted this May by Sonja Ängelsleva and leadership expert Tove Oldebäck, the gathering provides a unique platform for leaders to engage in high-level discussions about the latest games industry trends, challenges and opportunities.
    BUSINESS
    Where
    Comfort Hotel

  • Keith LiaKristian Pedersen
    11:00 - 11:35
    No API, No Problem: Deploying Fast, Private, and Purpose-built GenAI models for Games
    By Keith Lia Senior Data Engineer, Kristian Pedersen Data Engineer

    This talk explores a production-ready approach to deploying small, fine-tuned, dynamic language models inside games — without needing any internet connectivity. Ultimately, you’ll understand how to generate reliable results with dramatically reduced memory usage and power consumption, even on the smallest of devices.
    DEVELOPMENT
    PRODUCTION
    Where
    Gallerian

  • Jason Della Rocca
    11:00 - 18:00
    Games Capital Summit
    By Jason Della Rocca Co-Founder

    The Games Capital Summit is a rare opportunity for venture-ready companies to connect directly with VCs actively investing and seeking opportunities in the games sector. Hosted by games funding expert Jason Della Rocca, the Games Capital Summit enables entrepreneurs to pitch their studio and connect with potential investors, through a hands-on approach with a focus on mentoring.
    BUSINESS
    Where
    Separaten

  • Jan Schnyder
    11:45 - 12:20
    AI Game QA: What actually works today?
    By Jan Schnyder CEO

    AI is often sold as a magical solution to every problem, but that’s not the reality for QA (yet). In this session, you’ll get a clear overview of what already works in AI-driven testing (and what doesn’t), and how you can start leveraging it today.
    DEVELOPMENT
    PRODUCTION
    Where
    Gallerian

  • Anton DrombergDaniel Rosenqvist
    11:45 - 12:20
    Worldbuilding through music
    By Anton Dromberg Composer, Daniel Rosenqvist Audio Director/Composer

    Anton (Composer) and Daniel (Composer/Audio Director) worked on the 3D roguelite game Godbreakers. In this talk, they explore how melodies can shape the narrative and unify worldbuilding. Giving a behind the scenes look of the process on making a dynamic soundtrack - blending progressive rock with a real live orchestra.
    DEVELOPMENT
    PRODUCTION
    Where
    Theatre

  • Michael NelsonSachin Sunil
    12:30 - 13:15
    SpecialEffect- Accessible Gaming and Mobile Games
    By Michael Nelson Technical Specialist, Sachin Sunil Specialist Occupational Therapist

    Overview of SpecialEffect's work with a focus on our “Eye Gaze Games”, which are mobile games that showcases support for different access methods including eye gaze, joysticks, gamepads, switches and touch. We will look at implementations within the games created for players who can’t use standard controls such as touchscreens.
    DEVELOPMENT
    Where
    Theatre

  • Jennifer Corbett
    13:00 - 13:45
    As a marketer, what I wish game devs knew
    By Jennifer Corbett Chief Marketing Officer

    Honest feedback from a games marketing leader, sharing observations and lessons to help developers and their games succeed. Most often, marketing comes in too late to address certain needs or correct current issues. This talk shares crucial advice in building your audience that devs should know from the start.
    BUSINESS
    Where
    Showcase Stage

  • Lars Haahus
    14:00 - 14:35
    Fireside chat with Tim Badylak: The story of RV there yet
    By Lars Haahus CEO

    The story behind how one of the biggest games coming out of sweden in 25 was also one of the most unexpected - for the devs as well. Also - Was it really made in 6 weeks?
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Gallerian

  • Matias Civit
    15:00 - 15:45
    Steam Page Spotlight
    By Matias Civit Director - Producer

    Watch live teardowns and scoring of games from the Nordic Game Steam list. See what grabs attention, what loses players, and what drives conversion broken down in real time. Direct, unapologetic feedback on key art, trailers, and store pages—with clear takeaways you can apply immediately to improve visibility and results.
    BUSINESS
    PRODUCTION
    Where
    Showcase Stage

  • Alexander BergendahlChristofer Sundberg
    15:00 - 15:45
    No Safe Answers: Christofer Sundberg on the Games Industry
    By Alexander Bergendahl CEO, Christofer Sundberg Founder & Creative Guy

    Christofer Sundberg speaks bluntly about the games industry, covering development, leadership, creativity, and business realities. He reflects on Samson, risk, and building games today, drawing from both failures and successes. A direct look at whether the industry plays it too safe. Audience participation required.
    BUSINESS
    DEVELOPMENT
    Where
    Theatre

  • Angela Boyajian Adjounian
    15:00 - 16:30
    Workshop - Identity & Self-Sabotage
    By Angela Boyajian Adjounian Founder | Positive Psychology Specialist

    Game developers burn out quietly. The industry doesn't talk about it enough. These three workshops are a pause where you actually play, not produce. Each session runs on an original Nordaurai game built on positive psychology science and yes, it's still fun. Come for one day or all three. https://docs.google.com/forms/d/e/1FAIpQLSejhdNKKOQsxhFVZPZzGo-yGi2EfxTBHlWeUb0GTA7LEqnKtg/viewform
    BUSINESS
    PRODUCTION
    Where
    Slagt 5

  • Mat Ombler
    15:30 - 16:05
    Cult of the Lamb Goes Metal: The Benefits of Artist Partnerships
    By Mat Ombler Head of Music and Gaming Partnerships

    Hymns of the Unholy transformed Cult of the Lamb's soundtrack into a heavy metal album with major heavy metal musicians. This talk explores the benefits of artist partnerships and how studios can work with real-world bands and artists on creative projects to promote their IPs.
    BUSINESS
    PRODUCTION
    Where
    Gallerian

  • Adam OrthEmma FarrowSøren Lundgaard
    16:00 - 16:45
    Designing for Lifetime, Not Launch Week
    By Adam Orth COO, Emma Farrow Chief Publishing Officer, Søren Lundgaard CEO

    Existing panel, organized by Erla Arnadottir.
    BUSINESS
    Where
    Theatre

  • Sebastian Forsström
    16:00 - 16:45
    Catching the Wave - How to 10x your sales on Steam
    By Sebastian Forsström Founder

    A playbook describing how we pushed Songs of Syx from almost flatlined to the top 100 most selling games on Steam.
    BUSINESS
    Where
    Showcase Stage

  • Adam StjärnljusKlas Eriksson
    17:00 - 17:35
    Planet of Lana - 30 Years in the Making
    By Adam Stjärnljus Creative Director & Game Director, Klas Eriksson Game Director & Writer

    Puzzle platformers are the lowest-performing genre on Steam when it comes to revenue. So why the hell did we decide to make Planet of Lana? From childhood sketches to shipping two games, this is a talk about friendship, stubbornness, bad decisions, and building a studio around craft instead of trends.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Theatre

  • Alexander Bergendahl
    17:00 - 17:35
    Beyond the Launch: Building Durable Player Relationships
    By Alexander Bergendahl CEO

    Traditional publishing depends on storefronts, paid acquisition, and social reach, but those channels are increasingly saturated. This talk explores how studios can build durable player relationships across games and platforms through a practical Connect, Engage, Reward framework—moving from platform dependency to player ownership, long-term loyalty, and ecosystem-driven growth.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Gallerian

  • Mikael HaveriMitja RoskaricSimone Silvestri
    17:45 - 18:30
    Lessons from Carcosa: Art & Design Direction for SAROS
    By Mikael Haveri Brand Director, Mitja Roskaric Associate Design Director, Simone Silvestri Art Director

    A look back at the development of SAROS through the lens of the collaboration between Art & Design in delivering the ultimate evolution of the Housemarque gameplay-first experience.
    DEVELOPMENT
    Where
    Theatre

  • Zahrah Isaacs
    10:55 - 11:00
    Welcome to NG26 Day 2
    By Zahrah Isaacs Main Stage Hosting

    Main theatre host Zahrah Isaacs opens the second day of NG26!
    Event
    Where
    Theatre

  • Jørgen Tharaldsen
    11:00 - 11:35
    Building With Nature: From Coral Reefs to Playable Worlds
    By Jørgen Tharaldsen CEO

    What happens when nature isn’t just your setting, but your design philosophy? In Life Below, the players don’t build cities or armies. They build coral reefs. The game grew out of a simple idea: what if we treated nature not as scenery, but as a living system worth understanding?
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Theatre

  • Junae Benne
    11:45 - 12:20
    How to Ruin Your Game Launch in 10 Easy Steps
    By Junae Benne Marketing Journalist

    Many indie launches fail because there was no anticipation, not because the game was bad. This session unpacks avoidable decisions that quietly sabotage momentum, showing how visibility, timing, and audience-building must start long before release.
    BUSINESS
    DEVELOPMENT
    Where
    Gallerian

  • Moa NaessVirgil WatkinsGerardo Basurto
    11:45 - 12:30
    ARC Raiders - Data, Design, Direction
    By Moa Naess UX Researcher, Virgil Watkins Design Director, Gerardo Basurto Product Director

    Deep dive into the development journey of ARC Raiders - from early UXR and Technical Tests to launch and ongoing live-service. Reflecting on how the team navigated an unpredictable road by pairing player data and sentiment with intentional design.
    DEVELOPMENT
    Where
    Theatre

  • Kate Edwards
    12:00 - 12:35
    Cultural Resilience: Designing Games for a World in Flux
    By Kate Edwards CEO / CXO & Cofounder

    Amidst rapid geopolitical shifts, cultural volatility, and live-service ecosystems, games must do more than launch safely - they must endure. This talk introduces Cultural Resilience: a framework for anticipating change, absorbing disruption, and adapting content over time to ensure games remain relevant, respectful, and successful across a dynamic global landscape.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Separaten

  • Chris ToomeyPatrick RoseRobert Bäckström
    12:00 - 12:45
    Panel | BUILDING NICHE GAMES - From Unusual Idea to Sustainable Studio
    By Chris Toomey CEO & Creative Director, Patrick Rose Product Strategy & Design Consultant | Founder, Robert Bäckström Executive Producer, Shila Vikström Senior Producer

    Panel | BUILDING NICHE GAMES - From Unusual Idea to Sustainable Studio
    DEVELOPMENT
    Where
    Showcase Stage

  • Casey Al-KaisyEmmanuel RosierMartin Lindell
    12:30 - 13:30
    State of the Industry - 2026
    By Casey Al-Kaisy Founder & CEO, Emmanuel Rosier Director of Market Intelligence, Martin Lindell Senior Advisor, Stefan Lampinen Managing Director

    Join legendary industry experts Martin Lindell, Manu Rosier and Stefan Lampinen as they dissect industry trends and what to expect in the coming years.
    BUSINESS
    DEVELOPMENT
    Where
    Gallerian

  • Juliette Auverny-Bennetot
    12:45 - 13:20
    The New Rules of Game Publishing
    By Juliette Auverny-Bennetot General Counsel

    Over recent years, the traditional developer–publisher model has evolved significantly. Studios and publishers now use diverse funding and publishing structures, including co-publishing, publishing-as-a-service, marketing partnerships, platform deals, revenue-share models, crowdfunding, and regional licensing. This talk explores these models from a legal perspective and how to choose the right structure.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Separaten

  • Jean-Paul Mannon
    13:30 - 14:05
    I canceled my dream game... Ask me anything.
    By Jean-Paul Mannon CEO

    Peasant had a successful Kickstarter, real momentum, and a studio built from scratch to do so. Then we canceled it. This is the unfiltered story of what went wrong, what I'd do differently, and what no one tells you about killing something you poured everything into. Bring your questions.
    BUSINESS
    Where
    Separaten

  • Alastair ChamorroAlexander ChamorroJeff Gardiner
    13:45 - 14:30
    Human-Led AI: the Future of Role Playing Games
    By Alastair Chamorro CETO, Alexander Chamorro CEO & Co-founder, Jeff Gardiner CEO, John Clark Advisor

    This panel focuses on how human-led design allows AI to scale storytelling, ensures great game design, and unlocks new gameplay features, while protecting IP, narrative integrity, and player trust. Tidefall, the first Living World Game, a case study, sharing lessons from building and running a live AI-driven game
    DEVELOPMENT
    Where
    Theatre

  • Ed LockMattias Wiking
    13:45 - 14:30
    The High Cost of Silence: Communication, Culture, and the Gap in Between
    By Ed Lock Strategist, Mattias Wiking CEO

    Silence is the ultimate innovation killer. This session explores the roots of disengagement and "quiet quitting," examining how everyday behaviors and low psychological safety break down creative teams. We challenge the status quo, asking how our own communication styles and leadership impact belonging, stress, and the culture of remote work.
    BUSINESS
    Where
    Gallerian

  • Anders Lauridsen
    14:00 - 14:45
    Something, Something Design Pillars - Designing Niche Indie Games
    By Anders Lauridsen CEO

    A case-study in how to make niche, passion-fueled, indie-games for fun and profit.
    DEVELOPMENT
    Where
    Showcase Stage

  • Charlie Olson
    14:00 - 14:35
    Building a Better Matchmaker
    By Charlie Olson CEO

    Most matchmakers relax constraints over time. This seems necessary, but it means the longer you're stuck in queue, the worse your match is likely to be. This talk will share details of a better approach. We'll also touch on team-balancing, skill, and the controversies around SBMM.
    DEVELOPMENT
    Where
    Vet's Chamber

  • Anders Leicht RohdeSøren Lauge BollEmil Stidsholt
    14:45 - 15:30
    It's not your game anymore!
    By Anders Leicht Rohde Founder & CCO, Søren Lauge Boll Game Director, Emil Stidsholt Head of Marketing

    Game directors call the shots, right? But what if there's unseen forces at play? Publishers, players, journalists, franchise fans, platforms and more. Learn how to stay in control when thousands or even millions of voices are telling you where to drive a game the size of Deep Rock Galactic: Survivor.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Theatre

  • Angela Boyajian Adjounian
    15:00 - 16:30
    Workshop - Emotional Control
    By Angela Boyajian Adjounian Founder | Positive Psychology Specialist

    Game developers burn out quietly. The industry doesn't talk about it enough. These three workshops are a pause where you actually play, not produce. Each session runs on an original Nordaurai game built on positive psychology science and yes, it's still fun. Come for one day or all three. https://docs.google.com/forms/d/e/1FAIpQLSejhdNKKOQsxhFVZPZzGo-yGi2EfxTBHlWeUb0GTA7LEqnKtg/viewform
    BUSINESS
    PRODUCTION
    Where
    Slagt 5

  • Trine Laier
    15:30 - 16:05
    Dig, Bite, Bake and Decapitate - Inverse Mechanics in Real Vampires
    By Trine Laier Director/Producer

    Real Vampires turns Slavic vampire folklore and extraordinary burial records into playable systems. By day you hunt the vampire. If you fail, you replay at night and do the opposite action as the vampire. This structure, called inverse mechanics, transforms brutal material into humorous gameplay shaped by lived experience.
    DEVELOPMENT
    Where
    Vet's Chamber

  • Andreas Juliusson
    15:45 - 16:20
    The Midnight Walk: Marketing in Two Dimensions
    By Andreas Juliusson CMO

    Join for a behind the scenes look of The Midnight Walk, with real examples and key lessons from launching a hybrid game - playable on PC, consoles, and VR - while connecting with two very different audiences.
    BUSINESS
    Where
    Theatre

  • Ivan Marchand
    15:45 - 16:20
    The Golden Era Is Over: How European Studios Can Take Back Control of Game Funding
    By Ivan Marchand President

    Why the traditional publisher model is becoming harder to access How rising budgets are reshaping the risk profile of game investments Why Europe faces unique challenges compared to US and Asia The growing role of communities in financing games New approaches that could rebalance power between studios, investors, and players
    BUSINESS
    Where
    Separaten

  • Ali Nouraei
    16:00 - 16:45
    Writing Villains Like a Boss: Crafting Story Through Boss Fights
    By Ali Nouraei Game Writer

    Great boss fights make your story punch through the screen. Learn how to transform them into powerful narrative pillars. We will explore building emotional stakes, creating tension ladders, and baking character psychology directly into arenas and mechanics. Join this session to level up your bosses into the ultimate story climax.
    DEVELOPMENT
    Where
    Showcase Stage

  • Trine LaierJulia Mirny
    16:15 - 17:45
    REAL VAMPIRES
    By Trine Laier Director/Producer, Julia Mirny Art director

    Inspired by the book "With Stake and Spade. Vampiric Diversity in Poland", the game REAL VAMPIRES expands slavic vampire world through analogue paper cut-outs and archival village photos. What was the reason behind this technique in the game? How is the slavic vampire different from the pop culture Dracula?
    DEVELOPMENT
    PRODUCTION
    Where
    Vet's Chamber

  • Ian McGregor
    16:15 - 17:00
    Has the publisher-developer power balance changed forever?
    By Ian McGregor CMO & Head of Publishing

    Publishers once owned the shelves, the media, and the cheque book. Steam and D2C tools changed that forever. Yet published games still outperform self-published ones. So what are publishers actually selling in 2026 — and if you've got a finished game and a community, what's a deal really worth?
    BUSINESS
    Where
    Gallerian

  • Axel GärkmanHenrik Svensson DalgrenJohn Bucholtz
    16:30 - 17:15
    Performance Capture in the Game Industry Today and Tomorrow
    By Axel Gärkman Producer, Henrik Svensson Dalgren Assistant Producer, John Bucholtz Expert Animator & Motion Capture Specialist, John Dower Cinematics Director, Nilla Hansson Motion capture performer

    For what purposes are Performance capture used today? What role does Motion Capture and Performance Capture have in today's game industry and cinematic industry? And what will Ai have for an impact? Listen to the experts from multiple disciplines discuss Performance Capture and it's role in the future.
    PRODUCTION
    Where
    Theatre

  • André Bernhardt
    16:30 - 17:05
    Steam Reviewed - A Thumbs Up & Down Theater
    By André Bernhardt General Manager

    Player feedback can be insightful sometimes brutally honest. In this unique session, we bring real Steam reviews to the stage for an exploration of how community perception shapes game development. Developers will reflect on authentic reviews, highlighting both praise and criticism, and discuss what can be learned from raw opinions.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Separaten

  • Björn FlintbergPetra Dalunde
    17:15 - 18:00
    Swedish AI Factory Mimer
    By Björn Flintberg Researcher, Petra Dalunde Head of AI Ecosystem & Policy AIF Mimer

    EU first is key. AI innovators should not pay for compute and stay suvereign. AI Factories offer free compute, expertice and shortens time to market - for free. Learn more about how to get onboard.
    DEVELOPMENT
    Where
    Gallerian

  • Zahrah Isaacs
    10:55 - 11:00
    Welcome to NG26 Day 3
    By Zahrah Isaacs Main Stage Hosting

    The final full conference day of NG26 starts!
    Event
    Where
    Theatre

  • Christian FonnesbechEugene Evans
    11:00 - 11:45
    Untitled
    By Christian Fonnesbech Founder & Head of IP, Eugene Evans CEO

    Eugene Evans, founder of advisory firm Infinite Ventures and former SVP of Digital Strategy and Licensing at Hasbro & Wizards of the Coast, will join Christian Fonnesbech, founder and Head of IP Development at Leverage Partnership, for an exclusive NG Conversation on IP
    BUSINESS
    Where
    Theatre

  • Richard Salo
    11:00 - 11:35
    The Epic Ecosystem Of Creator Tools, Services And Marketplaces
    By Richard Salo Senior Business Development Manager

    A high-level overview of how the Epic Games and Unreal Engine ecosystem enables small teams to create big things. This covers Unreal Engine, Megascans, Metahuman, Online Services, KWS, Easy-Anti Cheat and Unreal Editor For Fortnite and Epic Games Store.
    BUSINESS
    DEVELOPMENT
    Where
    Gallerian

  • Kate EdwardsVlad Micu
    11:00 - 11:35
    Specialized Consultants in an Age of Layoffs and Uncertainty
    By Kate Edwards CEO / CXO & Cofounder, Vlad Micu CEO

    The latest lay-offs have also created an excuse for many developers to consider consulting, even if temporary. This panel brings together top-tier seasoned consultants to share how their work has helped studios avoid costly missteps, expand to new markets, and the ever-evolving landscape of consultancy in the video game industry.
    BUSINESS
    Where
    Vet's Chamber

  • Petter Sydow
    11:45 - 12:20
    Blob structured teams
    By Petter Sydow Senior Producer

    Small teams don’t need a lot of production. When growing a many teams are too structured. I will show how a too rigid team and too much organization will make you inefficient and unproductive, even when growing. An efficient team is more formed as blob than anything rigid and square.
    PRODUCTION
    Where
    Gallerian

  • Jonas Hedlin
    11:45 - 12:20
    The Next Big Shift in Gaming: Players, Parents and the Regulation Wave
    By Jonas Hedlin Founder and CEO

    Gaming is entering a new phase where players, parents and regulation collide. As global pressure grows, studios face increasing complexity. This talk explores how developers can navigate emerging rules, avoid fragmentation and design experiences that support both player wellbeing and long-term business success.
    BUSINESS
    PRODUCTION
    Where
    Vet's Chamber

  • Joel Burgess
    11:45 - 12:20
    Everything is (level) Design: How lessons learned in my first craft have served me across
    By Joel Burgess Studio Head

    Level design has defined my career in many ways, whether my job title was “level designer”, “studio head”, or other. This talk shares examples of LD lessons that have proven useful in contexts like leadership, design, and strategy, using examples from my career at Soft Rains, Bethesda, Capybara, and Ubisoft.
    DEVELOPMENT
    PRODUCTION
    Where
    Separaten

  • Anna Norrevik
    12:00 - 12:45
    Battlefield 6 - How four studios created a turning point for the iconic franchise
    By Anna Norrevik Development Director

    How EA went all-in on Battlefield to create the most sold Battlefield ever. Including lessons from previous games, focus on community, nailing the core and leveraging a global collaboration across four studios.
    PRODUCTION
    Where
    Theatre

  • Charlotte Madelon
    12:30 - 13:05
    Blurring Boundaries
    By Charlotte Madelon UI/UX freelancer & Indie Game Developer

    Using Biophobia and Inferno 13 as examples, I will talk about how games blur boundaries: between self and other, beauty and discomfort, player and artwork. How this ‘blurred’ space can become a powerful tool for players to reflect on social narratives, exploring themes of trauma, identity and transformation.
    DEVELOPMENT
    Where
    Gallerian

  • Ed Lock
    12:30 - 13:05
    Before You Sell: Why The Key To Discoverability Is Earlier Than You Think
    By Ed Lock Strategist

    This talk will do three things: Set the scene and state of indie discoverability using data of the market Offer the solution through unpacking what marketing actually is Step the audience through each component part, equipping them with what they need to know when they’re approaching their marketing cycle
    BUSINESS
    Where
    Vet's Chamber

  • Kristofer Eng
    13:00 - 13:45
    Because i love it
    By Kristofer Eng CEO / Composer

    Why make music at all, when AI is here? Do you create content or do you create something else? I compose music because I love it and not to create content. This talk is about inspiration and meaning. How to create your inspiration to compose true music?
    DEVELOPMENT
    PRODUCTION
    Where
    Showcase Stage

  • David BatesonMagnus BruunThomas Bense
    13:00 - 13:35
    NG26 Voice Acting Panel
    By David Bateson Voice actor, Magnus Bruun Actor, Thomas Bense Ceo

    Danish legendary games personality Thomas Bense meets with two of the most successful voice actors in the Danish games industry for a cozy talk about the challenges and perks of literally being in games.
    PRODUCTION
    Where
    Theatre

  • Björn Flintberg
    13:15 - 13:50
    GDRC - research centre to support game development
    By Björn Flintberg Researcher

    Games research has just become practical and applicable in Sweden - a new tool for companies to level up. With support from the KK-foundation, four Swedish universities are funded to work on real-world problems together with game companies. Using best-practice in AI, tooling, business management and tech/graphics, GDRC can bring research and science to support your growth, to solve problems, or support innovation , if you can contribute with your participation and time to co-create.
    DEVELOPMENT
    PRODUCTION
    Where
    Vet's Chamber

  • Jordan Blackman
    13:15 - 13:50
    Why the Best Games Are Winning by Squeezing Less
    By Jordan Blackman Game Design & Monetization Consultant

    The industry’s “pinch” model is fading. Today’s winners reward players instead of squeezing them. This talk shows how to spot friction that drives users away, redesign value so spending feels good, and turn generosity into profit without relying on paywalls or traditional pinch points.
    BUSINESS
    Where
    Gallerian

  • Henrik Tollemark
    14:00 - 14:45
    Self-Leadership for Stronger Teamplay 🕹️
    By Henrik Tollemark People & Culture Consultant

    In small teams, cracks in teamplay show fast. Rarely due to lack of talent, but unclear ownership, weak communication, and avoiding healthy conflict. In this talk, you'll get practical self-leadership tools for daily production: habits, language, and motivation principles you can use immediately to improve ownership and teamplay.
    BUSINESS
    PRODUCTION
    Where
    Showcase Stage

  • Antti Martikainen
    14:00 - 14:35
    Building Scalable AI NPCs: A Production System Handling Thousands of Unique Personalities
    By Antti Martikainen The King of Dreams

    How we built a production system that scales from one NPC to thousands, each with distinct personalities, memories, and relationships. How we built it and what are the new realities of dialogue with AI driven world and personality systems in gaming.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Vet's Chamber

  • Jennifer Svedberg-Yen
    14:45 - 15:20
    Expedition 3x3
    By Jennifer Svedberg-Yen Lead Writer and Voice & Localization Producer

    What does it mean to be a storyteller? How can we evolve and deepen our work? Jennifer Svedberg-Yen shares 3 elements of being a creative and 3 skills that underlie them.
    DEVELOPMENT
    Where
    Theatre

  • Angela Boyajian Adjounian
    15:00 - 16:30
    Workshop - Self-Compassion
    By Angela Boyajian Adjounian Founder | Positive Psychology Specialist

    Game developers burn out quietly. The industry doesn't talk about it enough. These three workshops are a pause where you actually play, not produce. Each session runs on an original Nordaurai game built on positive psychology science and yes, it's still fun. Come for one day or all three. https://docs.google.com/forms/d/e/1FAIpQLSejhdNKKOQsxhFVZPZzGo-yGi2EfxTBHlWeUb0GTA7LEqnKtg/viewform
    BUSINESS
    PRODUCTION
    Where
    Slagt 5

  • Alexander BenitezAmanda Gardfors Granberg
    15:30 - 16:05
    Designing for players to lift each other
    By Alexander Benitez Studio Head, Amanda Gardfors Granberg Design Lead

    How do we design for both mutliplayer and singleplayer at the same time? In Hela we created a system where players can make shades of themselves. At this talk we share our thoughts on making a game for players of different skill levels to play together in uplifting ways.
    DEVELOPMENT
    Where
    Theatre

  • Jonne Taivassalo
    16:00 - 16:45
    Teamwork is TOXIC by Nature
    By Jonne Taivassalo Lab Master & Senior Advisor

    Why teamwork often falters, and how “nice people being nice” can unintentionally create toxic work environments. Blending theory, philosophy, and practical insights, lets discuss strategies for building anti-fragile teams—ones that thrive under the pressure of creative work so you might even want to start a company together and win.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Showcase Stage

  • Martin Walfisz
    16:15 - 16:50
    The Art of Creative Consensus - the Nordic way of finding magic together
    By Martin Walfisz Founder

    Strong creative teams are built on trust, candor, and shared responsibility. This talk explores the Nordic practice and leadership dynamics of “creative consensus” — how teams align perspectives, resolve conflict, and ultimately make better games together.
    DEVELOPMENT
    Where
    Theatre

  • Martin Rabl
    17:00 - 17:35
    From Niche to Global: Cultivating Loyal Player Communities
    By Martin Rabl Head of Marketing & PR

    How do you grow a simulator franchise into a global, multi-audience ecosystem? This session explores the marketing, creator, and community strategies that helped Farming Simulator evolve from a niche title into one of gaming’s most engaged long-term communities.
    BUSINESS
    Where
    Theatre

  • Kristian Roberts
    17:00 - 17:45
    Why Audience is the Only Thing (and How to Get it)
    By Kristian Roberts CEO and Managing Partner

    Where does the value of a games company come from? The simple answer is: audience. This talk will start with an overview of global indie market trends, then illustrate that the market is a collection of overlapping audiences, and subsequently provide strategies to attract and retain audience value.
    BUSINESS
    DEVELOPMENT
    Where
    Showcase Stage

  • Tim Campbell
    17:15 - 17:50
    It's Not About Making Games Anymore
    By Tim Campbell Principal

    Perspectives on how independent developers can strategically adapt to better navigate the trends and dynamics of the current games industry landscape
    BUSINESS
    Where
    Gallerian

  • Magnus Bruun
    19:00 - 19:55
    Nordic Game Awards 2026
    By Magnus Bruun Actor

    Event
    Where
    Theatre

  • Christoffer Bodegård
    11:00 - 12:30
    Masterclass Friday: Interactive Writing in Esoteric Ebb
    By Christoffer Bodegård CEO

    Join Christoffer Bodegård as he shows off his work on Esoteric Ebb - and discusses topics surrounding interactive writing, how to maximize player agency, and designing non-linear TTRPG-like experiences in digital form. Mainly by using ink script.
    DEVELOPMENT
    Where
    Gallerian

  • Chris Brettman
    11:00 - 12:30
    Intuition Based Level Design
    By Chris Brettman Level Designer

    Join Level Designer Chris Brettman on the topic of using your gut feeling and how it can lead to stronger outcomes in level design for your game.
    DEVELOPMENT
    Where
    Separaten

  • Christoffer Bodegård
    11:00 - 12:30
    Narrative Masterclass: Interactive Writing in Esoteric Ebb
    By Christoffer Bodegård CEO

    Join Christoffer Bodegård as he shows off his work on Esoteric Ebb - and discusses topics surrounding interactive writing, how to maximize player agency, and designing non-linear TTRPG-like experiences in digital form. Mainly by using ink script.
    DEVELOPMENT
    Where
    Gallerian

  • William Blood
    11:00 - 12:30
    Business Masterclass: From FOMO to Fantasy: Repositioning Live-Service Monetization in Helldivers 2
    By William Blood Designer and Product Owner

    In a market saturated with urgency-driven battle passes and grind-heavy economies, Helldivers 2 took a different approach. This session examines how the Warbond system was intentionally positioned against prevailing monetization trends; shifting from scarcity and pressure to aspiration and identity.
    BUSINESS
    DEVELOPMENT
    Where
    Meeting Room Slagt 1

  • Daniel Perez
    11:00 - 12:30
    Art Masterclass: Your Enemies Are Boring (and how to fix them)
    By Daniel Perez Art Director / Studio Art Director

    Most enemies fail because they’re designed as obstacles instead of experiences. Learn how to create enemies that drive player emotion, deepen gameplay, and elevate your entire game.
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Round Bar

  • Lauren Stone
    13:00 - 14:30
    Narrative Masterclass: Creating Diverse Characters from comics to AAA
    By Lauren Stone Creative Director

    Lauren Stone, former Ubisoft Narrative Director, will talk about how she was able to create diverse, memorable and relatable characters across the Tom Clancy Franchise. Participants will get a chance to test her character profile template to workshop and pitch new characters. The session will end with an open Q&A.
    DEVELOPMENT
    PRODUCTION
    Where
    Gallerian

  • Patrick Rose
    13:00 - 14:30
    Design Masterclass: The ARC Design Framework - Training to Build Standout Features
    By Patrick Rose Product Strategy & Design Consultant | Founder

    This hands-on training workshop introduces the ARC Design Framework, a practical method built on AUTONOMY, RELATEDNESS, and COMPETENCE - the secret psychological drivers of player motivation, enjoyment and fun. For game designers, product managers, and producers across AAA premium, indie, live-service, and F2P; to boost engagement, retention, and monetization.
    DEVELOPMENT
    PRODUCTION
    Where
    Separaten

  • André Persson
    13:00 - 14:30
    Business Masterclass: The TRUTH about investors, publishing and broken player promises
    By André Persson Growth Expert & Advisor

    What's the point of these marketing guys? Do you need them and why? When should you develop for marketing to keep player promise? Why is onboarding so important? And how do you get investors to care about your game? And how can marketing better understand development?
    BUSINESS
    DEVELOPMENT
    PRODUCTION
    Where
    Meeting Room Slagt 1

  • Johan Lundqvist
    13:00 - 14:30
    Art Masterclass: Lift Off! Elevate Your Vehicle Design
    By Johan Lundqvist Senior Concept Artist

    Let’s explore how to apply design language throughout the process of creating a vehicle concept. This workshop will equip you with a visual toolbox to help strengthen and elevate your work.
    DEVELOPMENT
    PRODUCTION
    Where
    Round Bar


Venue

Slagthuset: Jörgen Kocksgatan 7, 211 20 Malmö, Sweden

Slagthuset is conveniently located near Malmö Central Station (Malmö C stop), directly accessible from the train station at Copenhagen Airport and Copenhagen Central Station.

Nordic Game Resources AB
Box 20, SE 239 21 Skanör, Sweden
+46 725 36 76 70

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2024 Nordic Game Awards winners
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