|13:00||Hannakaisa Aukio (Oulu university)|
|14:00||Mikko Vainio (Elisa)|
|15:00||eSports in the curriculum - Jens Brännback|
|16:00||A Story of One Game Company - Lasse Liljedahl|
|17:00||Jami Andersson (Morrow Games)|
|18:00||Niklas von Schöneman (Grail Quest)|
|20:00||Retro Coding For Dummies - Peter Smets|
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?
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.
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.
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 It has just small amount of memory, extremely low screen resolution, a fixed color palette, a ridiculously outdated CPU architecture but it still is the best computer ever made.
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.