4.-7.8.2016, Helsinki


Juhani Eronen: Your privacy is protected by .. what exactly?

You know that clicking on links gets you into trouble. You don't know the half of it! We go click frenzy to show you how decades of internet tech development has led to a chaos of complexity.

Speaker bio

Juhani Eronen is a senior specialist at the Finnish National Cyber Security Centre (NCSC-FI), situated within the Finnish Communications Regulatory Authority (FICORA). For over 15 years he has been intimately involved in research, discovery and coordination of security vulnerabilities and in incident response. Starting from his previous position at the Oulu University Secure Programming Group (OUSPG) he has been handling vulnerabilities with profound impact on the safety and security of the people and the critical infrastructure. After joining NCSC-FI in 2006 his responsibilities have expanded to the automation of the nationwide handling of security incidents and information assurance with objective to keep the Finland as the one of the safest nations in the world.

Kadri Ugand: From Game to Studio to Business

Majority of studios start with an idea for a game, then a team is formed around it and eventually it can turn into a business. How to better manage the process and increase the chances of that business being successful.

Speaker bio

Kadri Ugand is the Co-founder of GameFounders, the global gaming startup accelerator. GameFounders has built up a network of 200+ mentors, partners and friends from the game industry to help young studios grow. Over the past few years she has seen over 1000 gaming startups and invested in 47 teams so far. Regularly speaking at games conferences around the globe on strategies, investment and networking, she enjoys contributing to the growth of exceptional teams. Kadri is also one of the founders of the IGDA Estonia chapter and founder of Digix, the first digital creative media incubator in the Baltic states.

Erkka Nurmi, Milla Pystynen: VR Game Development on a University Course

Vaara Games is a VR game development studio, created in Jyväskylä Game Lab, a joint project of Jyväskylä University and Jyväskylä University of Applied Sciences, to bring out talents for game development. This presentation outlines how a virtual reality game project emerged from a university level project course on game development. The origins of the course, and thus the project presented, is in the multidisciplinary game and gamification research and education going on in Jyväskylä, Central Finland. We have great things going on! The technical aspects of the presented course were coordinated by the Faculty of Information Technology, University of Jyväskylä.

Speaker bio - Erkka Nurmi

  • Organisation & position: Student, University of Jyväskylä; Producer, Vaara Games studio

Erkka is a student of information technology at University on Jyväskylä. He has worked as a producer for a VR game project for the last seven months.

Speaker bio - Milla Pystynen

  • Organisation & position: Student, University of Jyväskylä; Game designer, Vaara Games studio

Milla is a student of literature at University on Jyväskylä. She has worked as a VR game designer for the last seven months.

Jussi Kyrönseppä: Design approach to IP in video games

Stupid Stupid Games has, instead of creating just one game, emulated the likes of Marvel and Star Wars and created a universe Or, in game industry terms, intellectual property (IP), that 
encompasses characters, stories, names, places and the brand itself. Designing games IP-first brings with it it's own challenges and opportunities. This talk tells you the pros and cons of worldbuilding in games.

Speaker bio

Jussi has a BBA in IT, majored in product design. Writer, co-founder and CEO of Stupid Stupid Games.

Perttu Hämäläinen: The Augmented Climbing Wall: designing augmented reality sports

The talk will share our experiences from developing and piloting the Augmented Climbing Wall, a augmented reality system that combines computer vision and interactive projected graphics for motivating and instructing indoor wall climbing. The system has been used by hundreds of climbers, including both children and adults, in both our research lab and commercial climbing centers. Our experiences highlight three central themes of how digital augmentation can contribute to a sport: increasing diversity of movement and challenges, enabling user-created content in an otherwise risky environment, and enabling procedurally generated content.

Speaker bio

Perttu Hämäläinen is a professor of computer games at Aalto University. His mission is to improve health through exergames and digitally augmented sports that promote physical activity. Hämäläinen’s research interests include exergame design and gameplay innovation through technologies such as AI, procedural animation, and computer vision.

Kirsi Ihalainen: Generative Sound Design

The process of designing generative sound through the attributes of sound design complexity, realness, and quality will be presented and the methods of the generative sound design process introduced. This process and analysis were researched in practice with two study cases: a 3D environment with a generative sound design perception comparison user test and a generative sound installation on a location. The research discovers how the generative sound design is defined and perceived and whether the generative sound design enhances the experience and the interactivity.

Speaker bio

Kirsi Ihalainen is a sound artist, sound designer, and an audio engineer from Helsinki, Finland. She has graduated as Master of Arts in Sound in New Media at Media Lab in Aalto University. Her sound design expertise is mainly concentrated in creating sound installations, audio for games, and interactive audio interfaces for different multimedia.

Kirsi has obtained a very strong experience in recording music, especially classical and jazz, and has been working as a technical audio engineer. She has also programming experience with several programming languages and audio coding.

Kirsi creates big sound art installations to spaces also abroad. She designs sound and music for games, films and animations. Kirsi is also a composer and a musician/singer. She has a trained classical music background and experience over a decade with her rock band.

Kirsi is interested in different kind of projects that you can do with sound. The more challenging and thought of impossible for sound, the better. She is on her best when inventing new things with sound and developing new technical ways to realise them.

Ville Sorsa: Designing sound for time bending Quantum Break

In this talk Sorsa will go through the audio production process of Quantum Break: The technical and creative design challenges and an overview of creating high level aesthetics. The presentation will give you an unique opportunity to see how the time bending experience of Quantum Break was created and what was learned in the process.

Speaker bio

Ville Sorsa is a senior sound designer at Remedy Entertainment, the company behind such intellectual properties as Max Payne, Alan Wake and Quantum Break. With a combined experience of more than 20 years in the industry, Sorsa's career has spanned a wide variety of audio endeavors, including music production, movies and games. As a full-time developer, Sorsa has been a continual innovator in the field of creative sound design and in the integration and application of new technologies in game audio production.

Save the Children Finland: The economics of gaming panel discussion

This panel discussion is provided by Save the Children Finland’s Suuntapalvelu.fi, an online counselling service which focuses on career and education counseling for young people between the ages of 15 to 25 years.

Money has a complex and multi-layered relationship with gaming. This talk sheds light on the various ways money revolves around digital gaming in Finland. The subject is approached from the perspectives of game research, game development, Esports and gambling. Experts of these topics discuss the possibilities money-related activities have for young people in the future, while also acknowledging some of the risks involved.

Speakers: Mikko Meriläinen, Joni Lappalainen, Elmeri Nick, Teijo Sepponen

Speaker bio - Mikko Meriläinen

Mikko Meriläinen is a doctoral candidate at the University of Helsinki, currently studying young gamers and gaming culture. The main focus of my research is on promoting safe and sustainable gaming culture through education.

Speaker bio - Joni Lappalainen

  • Organisation & position: Game Designer and CEO of Dreamloop Games Oy
  • www.dreamloop.net

When not needed as a game designer or programmer, Joni Lappalainen is the CEO of Dreamloop Games Ltd. Joni has a degree in Game Programming and in BIT, but a majority of his experience comes in the form of leadership and project management. When not orchestrating development at the office, Joni can be found playing basketball, Xbox or doing his duties for the local IGDA hub.

Speaker bio - Elmeri Nick

An eSports enthusiast for 15 years and counting. A journalist, whose interest lie in following tournaments and phenomena surrounding competitive gaming.

Speaker bio - Teijo Sepponen

Media person for Finnish e-sports and owner of Team Menace.fi brand for over ten years. My goal is to provide new talents to e-sports, bring new products/partners and innovations in e-sports business and help northern europe e-sports as a whole.

Team Menace.fi is Finnish based professional electronic sports organization. Our mission statement is to work passionately and professionally to help young gamers reach their goal to become the best competitive gamers they can be. This is achieved by helping them both financially and mentally. We offer them conditions where they can concentrate on what they do best, play. Today about 20 players carry the Menace name in tournaments mostly in Finland but also all around Europe. 

Our organization was founded at 2006 and we are the oldest and most prestigious eSports organization in Finland. In these ten years we have won a lot but we still have the desire to be the best and we are certain that the experience gained in past years is going to take us far in the future.

Speaker bio - Sonja Ängeslevä

  • Nick: souplala
  • Organisation & position: Product Director, Unity, www.unity3d.com

Sonja is one of the pioneers of game research and development in Finland. She has published pioneer books about game culture, gamification and communication acrobatics of youth of the late 1990s. Currently she works as Product Director at Unity. She is a board member and advisor for Neogames Finland, seppo.io, Lasten ja Nuorten säätiö and Small Giant Games. Her background is in social mobile and online game development. She has developer leisure and gambling games for online and mobile.

Veli-Pekka Piirainen: Critical Ops - the first FPS game for mobile eSports

In 2015 Critical Force set up the company vision "We will become the global market leader of real-time mobile FPS multiplayer games with the largest FPS eSports community in the world". This talk tells you what has been done in the past year, what has been achieved so far and what does the future looks like in the competitive mobile FPS gaming!

Speaker bio

  • Organisation & position: Critical Force Oy, CEO
  • Scene alias: dhari
  • Website: www.criticalforce.fi

Veli-Pekka is a serial entrepreneur and Founder & CEO at Critical Force, the only FPS game developer in Finland. Critical Force is the creator of Critical Ops, which is the first true mobile FPS eSports game in the world. Veli-Pekka is also a former studio manager of Supercell North as well as founder of the game development curriculum at Kajaani University of Applied Sciences in 2006. Without doubt can be said that Veli-Pekka is the spiritual father of the Kajaani game development scene.

Sampsa Kuha: TRIAL AND ERROR - lessons learned developing for GearVR

In 2015 mobile virtual reality took a big step forward with GearVR. Guidelines for creating content on this platform underlined keeping everything as simple as possible. How about doing the opposite? This talk tells about challenges faced while keeping framerate up and polycount down.  What are the biggest limitations? What can be done to bypass them and what remains still to be achieved.

Speaker bio

Focused in virtual reality Sampsa Kuha has been working on several projects from exergaming to education since 2013.

Tuomas Karmakallio: All your retina are belong to us

FIVR (Finnish Virtual Reality Association) started in 2014 and was officially registered in 2016, and acquired 250,000€ in funding to start building VR development hubs. A short roundup of how FIVR is growing from a small group of VR enthusiasts into a development incubator. In addition, we will go through some of the current usecases outside of videogaming and present some of the projects currently under development at the first VR Hub.

Speaker bio

  • Organisation & position: FIVR Hubgoblin
  • Scene alias: karmington
  • https://fivr.fi

Renaissance man / gamedeveloper. A dabbler in black sciences including biofeedback and custom VR controller systems. Resident hubgoblin of the FIVR ( Finnish Virtual Reality Association ) Development Hub located at YLE.

Tuukka Takala: Staying Ahead of the Curve in Virtual Reality

Virtual reality as a media is being shaped right now, and there are plenty of opportunities to influence the field, even for small developer teams. This talk is aimed at developers who want to be at the forefront of VR industry. We present an overview of the quickly evolving VR scene, and explore the likely future directions of VR hardware and software. Several important considerations regarding VR development are discussed, and different possibilities for making cultural and business impact are examined, with the main focus being in games and entertainment applications of VR.

Speaker bio

Tuukka Takala has worked full-time with augmented & virtual reality since 2007, conducting research in Aalto University, where he has taught a virtual reality course for 5 years. Tuukka has developed over a dozen of AR and VR applications with a focus on 3D user interfaces and full-body interaction. Tuukka is also a founding board member in the Finnish Virtual Reality Association (FIVR).

Miro Vesterinen: Custom vertex normals & the "Medium-poly" workflow

Editing vertex normals is a common technique used by 3D artists, but with increased processing power new workflows combining custom vertex normals and additional geo have become available. This talk explains basic theory behing custom vertex normals and also shows examples of how this technique can be used in production. This talk will be aimed for 3D artists of all level.

Speaker bio

After graduating from Kajaani University of Applied Sciences, Miro joined Fragment Production to work as a 3D artist on Urban Empire, published by Kalypso.

Jere “Xmunkki” Sanisalo: Modern GPU particle systems in Alienation (PS4)

Particle systems are used to create great visual effects in most modern games. GPU compute based solutions offer a lot more power than the previous CPU based efforts. This talk focuses on the particle system created for the Alienation game (PS4, 2016, Sony Interactive Entertainment). The focus is on the technical aspects of the system and how almost all of the work was moved to GPU while actually making the system a lot more flexible and scalable.

Speaker bio

  • Organisation & position: Housemarque, Lead Programmer
  • scene alias: XMunkki
  • http://www.xmunkki.org/

Jere has been programming for a long time, with well over 13 years of professional programming experience at Housemarque. Jere has also been attending and participating in most Assembly parties since the yearly years.

Tatu Aalto: Rendering Quantum Break

Quantum Break is a third person action game released early 2016 and is built up by technology developed at Remedy. In this talk we will go over the rendering stages in Quantum Break on high level. The presentation will give you an idea of what is needed for drawing a frame in game.

Speaker bio

  • Organisation & position: Remedy Entertainment, Senior Graphics Programmer

Timo Heinäpurola: Mobile Game Engine Development at Reforged Studios

In this talk I present how we develop our custom mobile game engine at Reforged Studios. I will outline the reasons why we decided to start developing our own game engine instead of licensing one. The rest of the talk will focus on the principles governing our development process and software architecture. This includes methods such as data oriented design, the KISS principle, platform independent build definition and automated testing.

Speaker bio

Timo is a senior engineer at Reforged Studios, responsible for in-house engine development. He started his career working in the IT industry and as a part-time indie developer. As a full-time game developer, Timo previously worked at Bugbear Entertainment and Next Games in technical and leadership roles. Most recently he was the lead game programmer on The Walking Dead: No Man’s Land.

Joona Heinikoski: Tools for creating successful alien invasion

Housemarque has a long tradition of creating state-of-the-art tech for their games. To harness the power of the tech, you need tools that are up to the task. Get a behind the scenes tour to see what kind of tools enabled developers at Housemarque to create their latest game, Alienation. This presentation is intended for people who are interested in how games are created and for other developers who are building a toolset for their next game.

Speaker bio

As a gameplay programmer I work as the interface between the game/engine code and designers and artists. This gives me a good perspective for all sides of the project and requires me to know a bit about everyone's needs and what tools they use in their daily work.

Juska Teittinen: Introduction to design

I’ve never met anyone who couldn’t design. Designers come in variety of spirits: without the hackers we wouldn’t have the tools to control our environment; without the hustlers our undertakings would hardly be sustainable; and without the hipsters the things we create would lack of the soul that makes us feel important. These personality traits can be found from all of us and when combined we get a spectrum of design functions that, according to Harvard Business Review: "[...] offers unique opportunities for humanizing technology and for developing emotionally resonant products and services."

Speaker bio

Once upon a time there was Juska. Every day he would live an ordinary life of a North European boy. One day he joined the navy to become a graphic designer. Because of that he grew into an art director and eventually moved to the Far East. He met many interesting people around the world and ended up becoming a design lead. Until finally he was asked to start teaching design at the university.

Visiting lecturer at Aalto University teaching strategy and experience design, Former agency design lead currently having a sabbatical.