| Raum D / quartier21|
| ||19:00 - 22:00|
SUBOTRON pro games powered by Wirtschaftskammer Wien: Live Pitch of Austrian Games #9: Student Projects
To get feedback on a game in development, you would usually ask your (favourable) friends or beta testers rather than impartial industry keyplayers who can make a firm but fair assessment, put their finger on inaccuracies and errors so as to point game developers in the right direction. That’s exactly why SUBOTRON and Wirtschaftskammer Wien founded the series “Live Pitch of Austrian Games”.
Nomination with an ensuing Pitching Workshop
Out of a call, the jurors have picked max. five games whose developers were provided with a Pitching Workshop by the sponsor Wirtschaftskammer Wien. The workshop served not only as a preparation for this night, but also as an ideal communication training for the current and future games projects.
Each representative of the nominated games is given ten minutes to convince the three jurors of their project who give immediate feedback. Not only the presentation is being evaluated, but also the game itself. Was the teaser significant? Is the game play conclusive and the target group identified? What is the prospect on the aimed at market? Are the conceptions regarding financing models, marketing strategies and sales promising?
Would the developer be able to tease an AAA publisher in the elevator of a conference hotel so he decides to arrange an appointment? Does the game have a USP that makes investors and business angels prick up their ears?
Presenter: Robert Glashüttner (ORF/FM4)
Apart from the previously taken Pitching Workshop, the winner not only benefits from the straight and blunt professional evaluation, but also has a long-term added value:
The sponsor Wirtschaftskammer Wien funds the winning project, just as in previous years, with a prize money of
On top of that, the Wirtschaftskammer Wien will provide the winners with a coaching by the international jurors the morning after the event. They will clarify questions concerning product development, game design, business models, future markets, financing models as well as marketing and sales in an extensive manner within a confidential setting.
Studio Head Io-Interactive, DK
Hannes’s career started in 1987 with his first Commodore 64 game. 1993 he co-founded Rockstar Vienna originally as neo Software, where he served as managing director for production and as executive producer for 14 years. End of 2006 he co-founded Deep Silver Vienna which he left 2010 to join Square Enix at Io-Interactive where he continues his work as studio head and executive producer. Hannes is currently working on “Hitman” for PS4, XB1 and PCs. His previous games include hits such as “Hitman: Absolution”, “Dead Island”, the “Max Payne” and “GTA” series and “Die Völker”. In his 30 years in the industry he worked on dozens of games on platforms ranging from C64 to MMOs, Wii, Xbox One and PS4. @hannesseifert
Executive Producer and Founder Tiny Rebel Games, UK
Susan Cummings, Executive Producer and Founder of Tiny Rebel Games, has over 20 years of game industry publishing and development experience, adept in all facets of bringing a game to market on a diverse range of titles from big budget console franchises to smaller mobile free to play games. She was one of the key creators of 2K Games and 2K Sports and has been integral to the creation of some of the most successful console franchises of the last decade including “Bioshock”, “Borderlands”, “X-Com”, and the “Grand Theft Auto” series. She moved into mobile in 2013 forming Tiny Rebel Games as a micro publisher with her husband and long time collaborator Lee Cummings. Together they designed and published “Doctor Who: Legacy” for iOS and Android, played by over 2.5 million Doctor Who fans to date. Tiny Rebel is also overseeing development of “FlatOut 4” for consoles and PC and has two new games in early production.
CEO & Founder at Bongfish GmbH
Michael Putz is the CEO and principal owner of Bongfish, the Austria-based development
| ||19:00 - 22:00|
SUBOTRON arcademy: Game Culturalization and the Art of Building Inclusive Worlds /departure talk
Executive Director International Game Developers Association (IGDA), Seattle
When creating game worlds, designers strive for originality and creativity. However, they often put their games at risk by not considering various aspects that can impact the reality of their worlds, such as the logical consistency of the milieu or not thinking through their creative choices which influence the perception of inclusion. This lecture, presented by a geographer and cartographer with 20+ years of game culturalization experience, will explore the key factors that impact globally-facing content and how developers of creative media can be more inclusive in their choices and in turn enhance the experience for local players.
Kate Edwards is the Executive Director of the International Game Developers Association (IGDA), hired in December 2012. She is also the founder and principal consultant of Geogrify, a Seattle-based consultancy for content culturalization, and a unique hybrid of an applied geographer, writer, and corporate strategist, built upon a passion for global cultures and media technologies. Formerly as Microsoft’s first Geopolitical Strategist in the Geopolitical Strategy team she created and managed, Kate was responsible for protecting against political and cultural content risks across all products and locales. In the Microsoft Game Studios, she implemented a “geopolitical quality” review process and was personally responsible for identifying potential issues in all 1st party games between 1995 and 2005.
Since leaving Microsoft, she has provided guidance to many companies on a wide range of geopolitical and cultural issues, and she continues to work on a variety of game franchises. Kate is also the founder and former chair of the IGDA’s Localization Special Interest Group, a former board member of IGDA Seattle, the co-organizer of the Game Localization Summit at GDC, and is a regular columnist for MultiLingual Computing magazine. In October 2013, Fortune magazine named her as one of the “10 most powerful women” in the game industry and in December 2014 she was named by GamesIndustry.biz as one of their six People of the Year in the game industry.
Die Veranstaltungsreihe wird durch die Kulturabteilung der Stadt Wien und die Bundesstelle für die Positivprädikarisierung von Computer- und Konsolenspielen (BUPP) gefördert.
Mit freundlicher Unterstützung von der Wirtschaftsagentur Wien
Mit freundlicher Unterstützung vom Zentrum für Angewandte Spieleforschung
der Donau Universität Krems
| ||19:00 - 22:00|
Urban Game Clinic
Bei unserer Urban Game Clinic spielen, testen und verändern wir unsere selbstkreierten Spiele. Wenn diese zu uns in die Clinic kommen, dann befinden sich die Spiele meinstens noch in Entwicklung und müssen gestet werden, damit wir sehen was funktioniert und was nicht.
Weißt Du noch wie wir damals als Kinder draußen gespielt haben? Wir denken wir können das als Erwachsene noch immer! Jede/r ist willkommen mit uns mitzuspielen und auch eingeladen eigene Ideen, Konzepte oder Designs mitzunehmen.
Zwei mal im Jahe veranstalten wir weiters einen Game Design Workshop, um unser Wissen und Erfahrung weiterzugeben.
Unsere Urban Game Clinic findet jeden dritten Dienstag im Monat um 19:00 im bekannten Raum D/QDK im Museumsquartier Wien statt (großes Dankeschön an QDK/Quartier 21 dafür!)."
| ||19:00 - 23:00|
Die regelmäßige Veranstaltung zu Datenschutz und Bürgerrechten im Internet (www.quintessenz.at)
Online Calendar powered by localendar.com