When making VR-games, the approach is much different from traditional peripherals and it may be an overwhelming project to approach. I will tell you some simple tricks, tips and libraries to start you project with. Also, I'll instruct you on my mistakes and observations on motion sickness and accessibility.
- Organisation: University of Jyväskylä
- Position: Student / hobbyist developer
- Scene/IRC nick: BFlorry
- Website: https://bflorry.l2p.fi/
Mikko is a student, automation tester and game developer that enjoys learning something from everything and creating new things. As an enthusiastic demoscener, he also organizes an annual demoparty, Instanssi at Jyväskylä. Concerning game developement, he's most interested in innovative mechanics and accessibility.
Coding demos for old platforms is hard, people will tell you. Well it's not that hard these days.. With a few basic (pun intended) steps you can get a pretty decent result and have bucketloads of self gratification emptied over yourself. And to achieve this all you need to do is to be able to copy/paste from the internet and put some examples in the right order. This seminar focuses on the Commodore 64 and how to start making demos for it but applies to any platform with a 6502 derivate. Why the Commodore 64..? It has just small amount of memory, extremely low screen resolution, a fixed color palette, a ridiculously outdated CPU architecture but it still is the best computer ever made.
- Organisation: RBBS C64 Division
- Scene name : FRaNKy / RBBS / Accession / BaaS / DSS / SDS
- Website: www.consolekabels.be
Thrown into the demoscene in 1991 and active on Amiga, PC and C64, Peter has been running the C64 competitions at Breakpoint and TuM demoparties and has been the main compo organizer at Revision since the first edition. He started 65xx coding for the C64 about a year ago from scratch after programming SigmaExpress ARexx doors on the Amiga (Yes, S!X beats /X ) and BlitzBasic on PC environments with some VBS in the workplace Outside of the demoscene Peter manages releases and changes for banks, buys and sells arcade machine and retro console supplies.
Gaming is often berated as non-productive and e-sports is not familiar to the wider public. How can eSports in the curriculum change attitudes in families and improve student performance and wellbeing?
- Organisation: Prakticum
- Position: Teacher
- Website: www.prakticum.fi/insomnolence
Jens has worked in education for over 10 years and is currently teaching game design and developing e-sports in education together with a team at Prakticum, a vocational college in Helsinki. Prakticum organizes a yearly CS:GO tournament for students in Finland and invitational student teams from other Nordic countries.
This presentation is a brief history of Iceflake Studios and how we have evolved from the early days of making game modifications into to a business that has successfully made 15 commercially released games for PC, consoles, mobile and even for VR.
I want to introduce our team's background and present one way of how a passion of making games as a hobby can be transformed into a profession. Building a game company is not a clear path without compromises. Instead it is a slow grind with failures and successes where persistence is as important as creativity and vision.
- Organisation: Iceflake Studios
- Title: Co-fonder, CEO
- Website: http://iceflake.com/
Lasse Liljedahl is a co-founder and CEO of Iceflake Studios, where he has worked with 15 released games including the original ice fishing game Ice Lakes that was nominated in the best big screen game category in the Finnish Game Awards. Before Iceflake he was part of the team that created one of the biggest Battlefield 1942 modifications called FinnWars.
In 1983 Sandy White released a ground breaking game called Ant Attack. It was always one of my favourite games but it is not without it's flaws. Almost 35 years after it's initial release I decided to hack the game to fix those flaws by taking a trip to the roots of the demoscene and coding a trainer - a program that hacks and adds enhancements to a game.
In this talk I will give an overview of the inner workings and limitations of early 1980's home computers and their programmers as well as discussing ways to get around these quirks when you need to hack their games.
- Scene alias: evilpaul
- Website: http://evilpaul.org
Paul Grenfell has been a software developer since he was 8, growing up in the home computer boom of the 1980's. In the late 1990's while working in the UK games industry he got involved with the demoscene and never left. He has released a number of demoscene projects under the handle evilpaul for his demo group Ate Bit. Even in 2017 he realises that he still has a fondness for the 8bit computers that started him coding in the first place.
I am going to tell about Grail Quest, what is it, what’s our take on eSports and how to make gaming better.
- Organisation: Grail Group Oy
- Job title: Marketing & PR Manager
- Website: www.grail.fi
Niklas von Schöneman is a gaming long-beard: Form the dark days of cartridges and cassette-drives a gamer rose. From pen-and-paper RPGs and comic books imagination blossomed. From miniature battles and sword fights stories sprung to life. From over ten years of hardship a gaming professional was forged. ”I have the pleasure of working everyday with stuff I love, that is a perk most people don’t get!”
Finland is home to Europe’s first professional game music orchestra the Game Music Collective. In this talk its musicians Lukas Stasevskij and Saku Mattila discuss why they have founded an orchestra dedicated entirely to game music and why playing that music is so interesting to classically trained musicians.
- Name: Lukas Stasevskij & Saku Mattila
- Organisation:Game Music Collective
- Job title: Artistic Director & Community Manager
- Website: www.weplaygamemusic.com
Lukas Stasevskij is the founder, and artistic director and cellist of the Game Music Collective. Stasevskij is an awarded graduate of the Sibelius Academy and has also studied at the Basel Musikakademie. Stasevskij has performed as a soloist with orchestras, in his own concerts, and with ensembles in Europe, USA, and Asia. Stasevskij won the audition for the Lincoln Center Recidence Piano Quintet, based in NYC, and has performed as the ensemble’s cellist from January 2016 onwards.
Saku Mattila is the oboe player and community manager of the Game Music Collective. Mattila is a revolutionary and daring explorer of the oboe. Mattila constantly invests in what he believes to be the most essential part of music making, the connection and the "moment of NOW”. Mattila got his music education from the Sibelius Academy and the Hochschule für Musik und Tanz Köln and is a freelance and also as a producer in various art projects. Currently he studies conducting at the Sibelius Academy and is a member of Tölöläb that is an improvisational electro-acoustic band.