Programme 2019

  • Q&A

    Celia Hodent - Game UX Consultant
    16 décembre 2019
    During this Q&A Skype call, students will have the opportunity to ask Celia Hodent questions about her work, Game UX and the videogame industry as a whole.
  • The Failure Paradigme: How to properly fail your project

    Pierre Boulaton - Producer
    17 décembre 2019
    By taking the opposite side of conventional Project Management, the conference will focus on the question of the best way to fail your project in order to maximise its chances of success and minimise its investments in case of failure.
  • Modern User Interface Challenges

    Christian Nasr - UI Programmer at Ivory Tower, a Ubisoft Studio
    17 décembre 2019
    Presenting some User Interface Challenges present on modern platforms with UI design and in Programming techniques.
  • Think Like a VFX Artist

    Sarah Carmody - Senior FX Artist at Blizzard Entertainment
    17 décembre 2019
    Go behind the scenes of the creative process for VFX on World of Warcraft and what it's like to be a Professional VFX Artist. We'll talk about how we developed our painterly style, how we maintain quality and how we think up brand new magic. We'll also delve into what makes a good effect, how to improve your craft and tips for excelling in a creative industry.
  • GNOG: Post-mortem and indie tips

    Samuel Boucher - Creator and Artist on at KO_OP
    17 décembre 2019
    Being part of a videogame co-op with a few friends and lots of creative freedom can be appealing and rewarding. But it also involves lots of ups and downs and making an absurd amount of important decisions. In this talk, I'll be covering the enriching and also difficult experience of shipping GNOG on almost all platforms and how, despite all the odds, we survived the journey.
  • Where? When? How? The Narrative Designer's role in team

    Anthony Jauneaud - Freelance Writer, Narrative Designer & Localisation Coordinator
    17 décembre 2019
    When do you hire a Narrative Designer? How do you work with them and how are they going to work with you? More importantly - WHAT the heck is a Narrative Designer?
  • How personality can help anticipate player preferences

    Emmanuelle Marévéry - UX/CX & Audience Specialist at Asmodee
    18 décembre 2019
    Personality can impact player decisions. How can we measure it and use it to choose features and take design and art decisions? We will see how a psychometric approach and data can help predict and anticipate player reactions.
  • Sound Design for an Audience of One

    Vincent Diamante - Audio Director at thatgamecompany
    18 décembre 2019
    This conference will describe Vincent's tools and processes while working on Music and Sound Design in order to enable, guide and inspire Game Designers, especially during pre-production.
  • Art teams in big studios

    Yan Shu - Senior VFX Artist at Gearbox Studio
    18 décembre 2019
    Yan will share his experience about how to work on different aspects and with members in art teams on various projects, from mobile titles to blockbuster AAA titles.
  • Workshop - Kakegoe and Kotodama in Game Audio

    Vincent Diamante - Audio Director at thatgamecompany
    18 décembre 2019
    This workshop describes the concepts that Vincent found while working in genres and mechanics inspired by Japanese game design (fighting, CRPG) and how sound design and implementation can find a model in these ideas.
  • Lead Developer: Tips & Walkthrough

    Benjamin Tran - Lead Developer VR on Unreal Engine
    18 décembre 2019
    What is a Lead Developer and how does it differ from a Developer ? In this talk, Benjamin will delve into this topic, as well as giving students advice in the field.
  • Games & UX: An impossible mix?

    Audrey Laurent-André - Associate UX Director at Ubisoft Montreal
    19 décembre 2019
    Most games are about throwing obstacles at players so they can have fun overcoming them. On the other side, UX is often described as removing obstacles to ensure users have a frictionless interaction with the product. But if you’re removing all of the friction from your game, aren't you removing what makes it a game in the first place?This is where the biggest misconception lies abou UX: it’s not just about removing friction, but rather unnecessary friction.
  • The World of Life Beyond: Harnessing the Power of Procedural Generation

    Gaspard Delforge - Junior Technical Artist at Darewise Entertainment
    19 décembre 2019
    In this talk, Gaspard will go over how they used the power of procedural generation for the creation of the world of Life Beyond. He will also give some insights about the pros and cons of using that particular kind of workflow, in the hope that it will help you determine whether or not it might be relevant for your project.
  • Dead Cell’s Sound Design

    Yoann Laulan - Music Producer & Sound Designer
    19 décembre 2019