The UK's Best Free Student Games Event
Agathe Laus-Pillot
Senior Technical Animator, Creative Assembly
Bence Kovacs
Senior Designer, Creative Assembly
Caroline Marchal
CEO and Creative Director, Interior Night
Daniel Woodward
Learning and Development Manager, nDreams
Edd Coates
UI Lead, Radical Forge
Emei Burrell
Narrative Artist, Media Molecule
Jake Gaule
Freelance Game Audio and Composer
JD Kelly
Freelance VO
Josh Atack
Lead Concept Artist, Critereon
Liam de Valmency
Lead Creative Programmer, Media Molecule
Louise O'Connor
Executive Producer, Rare
Luke Hardwick
Community Manager, Media Molecule
Madeleine Thrush
Internal Recruiter, PlayStation London Studios
Richard Stokes
VFX Artist, DR Studios
Roberto Geroli
Development Director, Creative Assembly
Sam Barlow
CEO, Half Mermaid
Sarah Brin
Business Development Manager, Media Molecule
Shane Bromham
Principle Level Design, nDreams
Stuart Wilson
3D Environment Artist, DR Studios
Suraj Mehan
Intern HR, PlayStation London Studios
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Keynote: An Idea and an Emotion - How I make Games - Sam Barlow, Half Mermaid Productions
Sam Barlow delves into the fundamentals of how and why he makes games, highlighting the core relationship with players and focusing on unifying the mechanical aspects and narrative elements of his experiences from Silent Hill: Shattered Memories, via Her Story and Telling Lies, up to his latest title IMMORTALITY. -
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1-2-1 Room 1: Steph Darrah, Biz Dev, Playtonic
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1-2-1 Room 2: Mark Jawdosak, Managing Director, Gaslight Games
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1-2-1 Room 3: Eva Lyncy, UI Artist, DT3
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Masterclass: Collaboration first: how to get the best from your team
We will focus on collaboration and teamwork: how to be a great team player and how to create amazing teams to make work fun. This talk will have a production perspective, focusing on how processes foster good team culture and encourage cross-team collaboration. Roberto will also give tips on how to be a good team member for any discipline, the foundations for developing your career. He will also explore some real-life case studies. -
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1-2-1 Room 1: Steph Darrah, Biz Dev, Playtonic
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1-2-1 Room 2: Sonny Williams, Game Developer, Gram Games
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1-2-1 Room 3: Eva Lyncy, UI Artist, D3T
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1-2-1 Room 1: Joe Franklin, Associate Character Artist
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1-2-1 Room 2: Shane Bromham, Principle Level Design, nDreams
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1-2-1 Room 3: Gordon Bell, CTO, Nosebleed Interactive
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Roundtable Room 1: JD Kelly, Freelance Voice Over artist
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Roundtable Room 2: Emei Burrell, Narrative Artist, Media Molecule
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Roundtable Room 3: Liam de Valmency, Lead Creative Programmer, Media Molecule
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1-2-1 Room 1: Aaron Morley, Studio Director, The Next Hype
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1-2-1 Room 2: Sarah Brin, Business Development Manager, Media Molecule
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1-2-1 Room 3: JD, Kelly, Freelance VO
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Roundtable Room 1: Shane Bromham, Principle Level Design, nDreams
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Roundtable Room 2: Mikael Karnell, EA DICE, Craft Director
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Roundtable Room 3: Ioana Iulia Cazacu, Game Designer, Mojiworks
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Keynote: Games -- Where Do We Go From Here - Louise O'Connor, Executive Producer, Rare
A look at how the games industry has grown and evolved in my time as a dev. Some reflection on what this industry means to me and what it can mean to everyone else, as we shape it’s future. -
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1-2-1 Room 1: Felix Wong, Partner, Level UP
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1-2-1 Room 2: Gary Ashurst, Art Director, 3D Generalist
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1-2-1 Room 3: Ben Barrett, Business Development Director, Firesquid
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Masterclass: How to be a good Technical Animator
In this talk, Creative Assembly’s Senior Technical Animator, Agathe Laus-Pillot, will break down the core aspects of the technical animation discipline. It’s an essential area of games development, but one not often spoken about. Agathe will talk about the skills required, the purpose and use of rigs in development and the role Tech Animators play in tool development. -
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1-2-1 Room 1: Gerard Muntes, Senior Character Artist
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1-2-1 Room 2: Alex Rehm, Director of Live Operations
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1-2-1 Room 3: Josh Atack, Lead Concept Artist, EA Criterion
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Roundtable Room 1: Luke Johnson, Lead Recruiter, Creative Assembly
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Roundtable Room 2: Amanda Cuthbery, Live Operations Marketing Director
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Roundtable Room 3: Jak Barnes, Programmer, Radical Forge
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1-2-1 Room 1: Jak Barnes, Programmer, Radical Forge
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1-2-1 Room 2: Mikael Karnell, EA Dice, Craft Director
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1-2-1 Room 3: Liam de Valmency, Lead Creative Programmer, Media Molecule
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Roundtable Room 1: Richard Stokes, VFX Artist, XR Studios
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Roundtable Room 2: Edd Coates, UI Lead, Radical Forge
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Roundtable Room 3 - Luke Hardwick, Community Manager, Media Molecule
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1-2-1 Room 1: Edd Coates, UI Lead, Radical Forge
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1-2-1 Room 2: Sam Gage, Director, Engage Software
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1-2-1 Room 3: Daniel Woodward, Learnding and Development Manager, nDreams
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Roundtable Room 1: Josh Atack, Lead Concept Artist, EA Criterion
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Roundtable Room 2: Martin Robinson, Editor-In-Chief, Eurogamer
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Roundtable Room 3: Madeleine Thrush, Internal Recruiter and Suraj Mehan, Intern HR, PlayStation London
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Keynote: How I got here and what I learned along the way. Speaker: Chella Ramanan, Narrative Designer, Ubisoft
Chella looks at key lessons learned on her journey from game journalist to game narrative designer and writer at Ubisoft Massive, sharing insights and lessons learned about working in a game team, getting your work out there, and embracing what you as an individual can bring. -
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1-2-1 Room 1: Roberto Geroli, Development Director
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1-2-1 Room 2: Lasse Rasmussen, Senior Technical Animator
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1-2-1 Room 3: Alex Rehm, Director of Live Operations
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1-2-1 Room 1: Justyna Cichosz, Lead Animation Programmer
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1-2-1 Room 2: Cara Houghton, Environment Artist
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1-2-1 Room 3: Tjalle Keus, Senior Environment Artist
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Masterclass: Designing for intuitive Player Experience with the ‘3Cs’ (Character, Camera, Controls)
In this masterclass, Bence Kovacs, Senior Designer at Creative Assembly, will talk about how to design to best support a quality player experience. He will look at the key elements of Player Character; how to define what a character can do, Camera; how to design what the player sees and perceives in the world, and Controls; how the player controls the game. -
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Roundtable Room 1: Bence Kovacs, Senior Designer
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Roundtable Room 2: Alice Toft, Learning and Development
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Roundtable Room 3: Roberto Geroli, Development Director
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1-2-1 Room 1: Louise Andrew, Head of Art, D3T
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1-2-1 Room 2: Mark Ffrench, Senior Engineer, Pocket Burger
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1-2-1 Room 3: Dan Hutchinson, 3D Artist, D3T
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Roundtable Room 1: Jo Haslam, Design Director, Snap Finger Click
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Roundtable Room 2: Daniel Woodward, Learning and Development Manager, nDreams
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Roundtable Room 3: Jake Gaule, Freelance Audio and Composer
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1-2-1 Room 1: Jake Gaule, freelance game audio and composer
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1-2-1 Room 2: Emei Burrell, Narrative Artist, Media Molecule
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1-2-1 Room 3: Dan Hutchinson, 3D Artist, D3T
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Roundtable Room 1: Kev Bayliss, Character Designer and Artist, Playtonic
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Roundtable Room 2: Stuart Wilson, 3D Environment Artist, XR Studios
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Roundtable Room 3: Sarah Brin, Business Development Manager, Media Molecule
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"Nothing is a barrier to being a developer – except maybe yourself"
Rare's Louise O'Connor discusses the industry's biggest changes during her career, and encourages the next generation to push things further