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TUESDAY


Building a Creative Culture, Together


How Making Blockchain Games Has Changed the Way I Think About the Internet


09.45 - 10.45, Room 1


LISA OPIE, MD of Ubisoft Reflections and Ubisoft Leamington, opens the conference with a keynote that focuses on diversity and inclusion in recruitment, wellbeing and empowerment in the workplace and transparency in studio leadership. If you missed her appearance in the last issue of MCV/DEVELOP, you should not avoid her debut at Develop Conference.


WEDNESDAY


DEATHLOOP: Looking Inside a Design Loop


The 4-Day Week: Is It Time for Studios to Re-think?


Injecting Innovative Ideas into Your Games Through Working with the IGGI Centre for Games Research


9.45 - 10.45, Room 1


LAST YEAR’S DEATHLOOP was one of the most innovative shooters in years, which, coming from the award-winning Arkane Lyon team, is perhaps par for the course after similar critical success in the past with Dishonored and Prey. How did they do it? You only have to claim a seat at their keynote session to find out.


THURSDAY


Wolfenstein 3D Postmortem


10.00 - 11.00 : Room 1


IT’S 30 YEARS since the release of the original first-person shooter and its most recognisable creator has plenty to say about its development and what’s been happening in the genre since. Indeed, he said some of it in last issue’s magazine, but we’re always eager to hear more from John Romero about his Wolfenstein days at id Software.


40 | MCV/DEVELOP July 2022 11.00 - 11.45, Room 6


AFTER THE NEED for remote and hybrid working practices over the last couple of years, the viability of the four-day week has come into focus as a means to not only to improve the work-life balance, but also to address the persistent skills shortage that continues to impact recruitment across the games industry. Amiqus’ Liz Prince has the latest thinking around the hot topic of flexible working.


Keeping it Simple: Creating a Tutorial for a Grand Strategy Behemoth


11.15 - 12.00 : Room 2


THE DAYS of the 180-page spiral-bound manual packed into a big box are long gone, but we still enjoy the challenge of getting to know complex games that in the past might have been impenetrable without one. Games like the Total War series, for example, that use clever prologues and tutorial campaigns to coach the player sufficiently without putting them to sleep.


12.00 - 12.45, Room 2


THE UK GAMES INDUSTRY is built on innovation and continues to be transformative, but perhaps we rely a little too much on instinct? The IGGI games research centre appears to think so, and is pitching to work with more games companies through research placements to inspire more innovation and take the industry to new heights.


AI Supported Tools for Game Development


11.00 - 11.45, Room 1


IF THE SUPPOSED benefits of the blockchain are something you continually wrestle with, stay seated in Room 1 to hopefully receive some enlightenment from Animoca Brands’ Robby Yung, who aims to explain what the tech can allow that has hitherto been out of reach, while making the case for some much-needed quality and creativity in web3 game design.


Downward Spiral or Mega Viral: 10 Lessons From a Year on TikTok


14.00 - 14.45, Room 3


LIKELY TO PROVE an excellent follow- up for those attending the 12.00 in Room 2 (“Forging Meaningful Connections With Audiences Through Marketing”), with a focus on a discoverability platform that many might not equate with authenticity, but that actually thrives on it like no other - albeit rather briefly.


12.15 - 13.00, Room 2


PROCEDURAL generation techniques have been with us for years and AI-assisted development is becoming widespread, but is there an argument for moving away from referring to AI as mere tools and thinking of it as more a part of the team? Not so much in terms of consciousness, of course, but as a source of creativity and a means of improvement.


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