TUESDAY
Can the Games Industry Save the Planet?
Building a Contented Game Community
I Don’t Want to Make Another Game - Crunch and Best Working Practices
15.00 - 15.45, Room 5
A POTENTIALLY uplifting roundtable, looking how the games industry can do its bit in helping to prevent the end of the world as we know it. It starts with being able to quantify emissions, using offsetting schemes to counter them and learning how gaming and conservation organisations can work together to help avert catastrophic climate change. Don’t have nightmares.
16.00 - 16.45, Room 1
NO, WE’RE NOT recommending this one because our community management skills are non-existent (though of course they are), but because it’s one of those areas of the industry where many people have a tendency to instinctively think they know it all and thus avoid knowing anything.
17.00 - 17.45, Room 2
ROLL7’S SIMON BENNETT AND TOM HEGARTY told the story of the making of OlliOlli World in MCV/ DEVELOP recently and it was a game that could only have come about after dealing with the debilitating crunch that had defined the studio’s previous games. It’s a story and an outcome that everyone can learn from.
WEDNESDAY
Ahead of Its Time: Why is PlayStation Home One of the Most Talked About Games of 2022?
14.00 - 14.45, Room 4
WHILE NOT WANTING to miss Mike Gamble’s presentation in Room 3 at the same time (“Punching Above Your Weight”), the argument that Playstation Home (which was closed back in 2015) might have inadvertently set the template for the imminent arrival of the ubiquitous metaverse is one not to be missed. A lively panel discussion is guaranteed!
How to Protect Your Players from Online Abuse
Accessible Accessibility and Designing for Dyslexic Players
16.00 - 16.45, Room 4
ANY DESIGN TALK that drives forward the need for greater accessibility in games is eminently worthwhile, and this one focuses on the issues that face dyslexic players and how to address them - which has only recently become a focus for studios.
20 Lessons from 20 Years 17.00 - 17.45, Room 3
CELEBRATING 20 YEARS of
GamesIndustry.biz, editor-in-chief James Batchelor delivers a retrospective of the site in the context of how the games business itself has evolved, with a focus on the lessons learned (or not) and pointers on where the industry and it’s premier site might be headed next. And yes, MCV will be on its best behaviour.
THURSDAY
12 Things I Wish I Knew When I Started Making User Interfaces for Games
12.15 - 13.00, Room 5
IN AN ERA when we are more likely to ignore online abuse rather than actively challenging it, there is a danger that we start not to recognise it or be selective when we do. Step forward Gwen Taylor of Glitch, to remind us of what online abuse is, those who are most affected by it and how we can start to eliminate it for the good of all gamers.
14.00 - 14.45, Room 4
THE DAYS when gamers would put up with terrible user interfaces are long behind us. Players have evolved to not only understand much of the language common to UX and UI design, they are aware of the principles that guide it. In this talk nDreams’ Henry Ryder goes through twelve theories that help when designing the user interface of a game.
Terminal Velocity: How Backend Game Services Power Our Titles
15.00 - 15.45, Room 2
THERE’S PLENTY of talk at Develop:Brighton this year on how to get noticed - which is not to diminish its importance - but not so much on how to scale services when the popularity of your game goes into orbit. Edwin Jones of Mediatonic goes into how its game services team managed to keep up with demand when the popularity of Fall Guys went nuts.
July 2022 MCV/DEVELOP | 41
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