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Develop: Brighton 2016 – All Talks

You are here:Home/Events/Develop: Brighton 2016 – All Talks
How to Succeed on PC & Console and Where You’ll Fail – Panel Session
To VR or Not to VR? – A Panel Discussion
Console Porting for Indies – Is It Worth It?
The Creative Spectrum – Louise O’Connor, Rare
Subverting Player Expectation – Peter Ellis, Guerilla Cambridge
In a World Full of Trolls Be A Produce. A Community Talk – Lana Zgombic, Chilled Mouse
The Lion’s Song – Behind the Scenes from Steam Greenlight to Production. A Crossover Between Design and Technology
The Rendering Pipeline of CSR Racing 2 – Scott Harber, NaturalMotion
Don’t Go alone – Take Me! How to Make A Social Vr Experience – Katie Goode & John Campbell, Triangular Pixels
The Power of Play – How Games Can Change the World – Jeff Coghlan, Matmi
The Final Frontier? A Deep Dive into First Person VR Combat in Battlezone – Steve Bristow & Tim Jones, Rebellio
Funomenal Feel Engineering – Robin Hunicke, Funomena
Until Dawn – Linear Learnings for Improved Interactive Nuance – Barney Pratt, Supermassive Games
Tribute to Jory Plum
The Freelance Dance – Kenny Young, Audbod. Chris Sweetman, Sweet Justice. Rebecca Parnell, Magic Brew.
Creating New Sonics for Quantum Break – Richard Lapington, Remdy
Assassin’s Creed Syndicate – Sonic Navigation & Identity in Victorian London – Lydia Andrew, Ubisoft
VR Audio Round Table – Todd Baker, Freelance Audio & Music Artists
Spending Millions Doesn’t Mean Top Grossing – How Rival Kingdoms’ Launch Transformed Our Marketing Approach – Simon
How Not to Fail at Software Engineering – Alex Darby, Darbotron
Harnessing the Power of the Crowd to Get Your Name Noticed – Kate Russel, Journalist, Reporter and Author
Using AAA 3D Engine Technology to Enhance 2D Pixel Stye – Chris Wilson, Cardboard Sword
Killing The Indie Crunch Myth-Shipping Games Alive – Simon Roth, Machine Studios
[email protected] Has Never Been a Better Time – Agnostina Simonetta
The Four Yorkshiremen of Console Development – James Bathcelor, Charles Cecil, Nigel Little and Paul Cos
Merchandising in Games-Effectively Monetising Your Virtual IP as Physical Goods Merchandising in Games – Effectively Monetising Your Virtual IP as Physical Good
Increase Your Innovation – Mark Backlet, Sketchbook Games
Visual Value – Getting the Most Out of Art from Concept Development and Beyond – Tim Wilson, Atomhawk
Guerilla Marketing – Promoter Your Game with Little Money, Much Insanity and Maximum Impact – Thomas Reisenegga
Game Feel – Making Perfect Platformer Controls – Alex Rose, Alex Rose Games
Breaking The Rules – How to Design Effectively for Social & Couch Multiplayer Games – Jo Haslam, Mediatonic
SteamVR – Develop Check Point 1 – Augusta Butlin, Valve
Programming Vs Visual Scripting – Dave Hall, Toxic Games
Lumberyard Engine Overview and Getting Started with Amazon Lumberyard
Directing VR – Transition From Traditional Film to the Virtual Space – Rob McLellan, Hammerhead VR
Community-Driven Game Development Through Innovative Marketing Analytics – Ammard Jawad, Radiant Worlds
Throwing Yourself into VR 3 Years of Mistakes Made and Lessons Learned – Eddie Beardsmore, Coatsink
Shrink-to-Fit – Bringing Big Games to Low-End Mobile Devices – Matthew Rubin & Neil Hutchinson, Alpha Bit
Going Viral – Virtually a Reality – Paul Colls, Fierce Kaiju
Let’s Talk Narrative with Rhianna Pratchett – Rhianna Pratchet, Writer. Interviewed by Ed Fear, Mediatonic
7 Ways VR Confounds Design Expectations – Noah Falstein, Google
Legends on the Future – Hideo Kojima in Conversation with Mark Cerny
VR Primer A Devs Guide to the Latest VR Trends – Dave Ranyard, VR Developer
Social Media Vanity Vs Sanity – Natalie Griffith, Press Space
Creating the Perfect Virtual Studio Handbook – Ella Romanos, Rocket Lolly. Charles Cecil, Revolution. Paul Kildu
The Good, The Bad and the Free to Play – Leanne Bayley, We Heart Dragons
Regency Solitaire – Critical Hit, Steam Flop – Jake Birkett & Helen Carmichael, Grey Alien Games
Pitching, Pick Up Lines and Polyamourous Marriages – Kevin Beimers, italic Pig
My First Year in Game Design – Max Videaux, Extra Mile Productions
Fast-Track Your Way to Game Audio Greatness – Thomas Bartschi, Audiokinetic
13 years an indie-13 Strategies for Success & Sanity – Ian Masters, QuizTix
Building Great Games in VR – What We’ve Learnt Through Three Years of VR Development – Simon Harris, Supermassiv
AAA Scenes into VR with Unity-Tips and Tricks – Olly Nicholson, Unity
A Tale of Transatlantic GameDev Collaboration – Any Campbell, One to One Development Trust and Dreaming Method
You Need to Hire a Marketer – Hannah Flynn, Failbetter Games
Introduction to MonoGame – Dean Ellis, Infinitespace Studios
Visual Value – Getting the Most Out of Art from Concept Development and Beyond – Tim Wilson, Atomhawk
Tony’s My First Indie Game – Tony Gowlan, Ant Workshop
Beyond Unreal Engine – How Epic Empowers Developers Through More Than Just Technology – Jess Hider, Epic
The Art of Successful Funding Applications – Colin Guilfoyle, Nebula Interactive
Converting an Established Genre into VR Pitfalls and Opportunities – Martin de Ronde, Force Field VR
Consumer Virtual Reality – Hope or Hype? – Solomon Rogers, REWIND VR
VC’s Perspective – How to Raise the Money from VCs in the Games Industry 1 – Julia Palatovska, London Venture
The Pitches – Chair – Jon Torrens, Communication Coach
Pioneers Discuss the Road to the Next Generation of Development – HoloLens – David Dedeine & Martin de Ronde
The Internet of Bodies – Connected and Collective – Ghislaine Boddington, body>data>space
How to Deliver a Pitch – Jon Torrens, Communication Coach
Game Devs Guide to Funding Sources in the UK – Ella Romanos, Rocket Lolly
Evolve Keynote Evolution of Genre in VR – Anna Sweet, Oculus
Don’t Forget the Eyeballs – James Dean & Spike Laurie, ESL
Developing for VR Lessons from the Leaders – Graham McAllister, Player Research
Delivery of a Pitch – Jon Torrens, Communication Coach
Dialogue Masterclass – Getting The Best From Voice Actors for Games – Mark Estdale, OMUK

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