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Tuesday, April 9


How to capture a villain - character building with motion capture
Ask gamers about their top villains, and she's probably one of them: Irene Engel, the main antagonist of Wolfenstein II. She was a brilliant character brought to life with motion capture by the award-winning actress Nina Franoszek. At QUO VADIS 2019, Uke Bosse will host a fireside chat with Nina and Machine Game Creative Director Jens Matthies. Here they will talk about how Nina overcame her prejudices and thus became enthusiastic about video games, and how Jens was the catalysator of her epiphany. Furthermore the session she will give you insights about the intensive production and performance for a multi-layered character like Irene Engel.  

avatar for Prof. Uke Bosse

Prof. Uke Bosse

Professor for Game Design, Producer, Actor, Mediadesign Hochschule
Uke Bosse is a unicorn. Back in the days when the other unicorns played „Catch the bagel on the green meadow“ and other silly unicorn games, they wouldn’t let Uke join in. He only shrugged his unicorn shoulders and instead devoted himself instead to games that are not silly... Read More →

avatar for Nina Franoszek

Nina Franoszek

Motion Capture Performer / Actress
Berlin-born Nina Franoszek is an award-winning actor who performed in over 100 feature films and television shows, including Roman Polanski’s “The Pianist” and the Emmy Award winning TV show “Mad Men. She co-starred with Tilda Swinton in “The Party: Nature Morte” and... Read More →
avatar for Jens Matthies

Jens Matthies

Creative Director, Machine Games
Jens started making games professionally in 1998, but was an active hobbyist on the Atari demo scene since the late 80’s. Having joined Starbreeze Studios in the early days he served in various roles such as Environment Artist, Level Designer, Art Director and Creative Director... Read More →


60 Parsecs! - the making of a sequel that was never meant to be
How hard could it be to create a sequel to your successful game? As we found out during the development of 60 Parsecs!, a follow-up to Robot Gentleman's debut title 60 Seconds!, it may easily blow up in your innocent, indie face. Not only are there new challenges to face, but you may be surprised to discover that things you knew from your first game are no longer true. We will share our experiences of crossing such a minefield of development and tell the story of how we've managed to make it to the other side in one piece. More or less.

avatar for Dominik Gotojuch

Dominik Gotojuch

Founder & Creative Director, Robot Gentleman
Dominik originally intended to become an actor, but it only took a few days at Lionhead Studios to realise what he wanted to do for the rest of his life – develop games! Initally an AI programmer on the AAA award-winning titles Fable III and Witcher 3, he eventually made his way... Read More →


Diary Study Benefits with examples from Anno 1800 development
Diary studies are a user research methodology that follow users in an early game version playing at their own leisure over a longer period of time. This talk presents the methodology and contrasts it with general playtesting. Using the case of our recent diary studies on Anno 1800, we explain the many advantages of receiving direct player feedback in the early stages of the development. Diary studies provide a direct link between developers and a game's community and allow getting the opinion leaders onboard. It provides the dev team with actionable feedback on long-term motivators as well as late game features. Takeaway: Get crucial player feedback earlier in the development cycle, and involve the development team more directly in this feedback.  

avatar for Gregory Janiczek

Gregory Janiczek

User Research Analyst, Ubisoft Blue Byte
Gregory Janiczek is a User Researcher and UX specialist. He has 7 years of hands-on experience in game UR and playtesting. With a M.A. in Game Design and a strong passion for a great user experience, he helped build up the Ubisoft Blue Byte user research lab. In these 7 years, he... Read More →


PVE and PVP - Finding the right balance
In The Cycle, players are not told which way to play, but rather allowed to work together or alone when fighting others or the environment. Yager's goal was to create a game where all of these different ways of playing would allow players a chance to win.

This talk is about the challenges Yager's development team faced when trying to create a game that combines cooperative play, PVE and PVP in a single match setting. It is about how intertwined these three parts of the game are and how the devs often found that making a change in one area would have far reaching consequences for the other two.

This talk is about a year’s worth of development and testing, trying to find a balance between cooperative and solo play and between PVE and PVP. It examines how additions and changes of features created new, unexpected dynamics and how the balance between PVE and PVP differs greatly in internal and external playtests.

avatar for Torkel Forner

Torkel Forner

Senior Game Designer, Yager
In my early-to-mid-twenties, after a couple of years of aimless studying, I found myself face to face with a simple question. What am I going to be when I grow up? After a quick analysis of my life, I realized that what I loved to think about, play and generally occupy most of my... Read More →


Alexa, press start. — Gaming’s newest frontier
Everyone remembers that one game from their childhood that they absolutely loved. The fun, the challenge, the adventures into wild uncharted lands. Players love to explore new worlds, and to find new ways to get immersed into those experiences. In this session, Rafael will show you the possibilities that mixing games with a natural interface like voice via Alexa can open up. You’ll learn how to build your own Alexa skills using the Alexa Skills Kit (ASK) and see the many ways Alexa is already used in this space. From indie to AAA, we can all explore this new frontier in gaming together. 

avatar for Rafael Miranda

Rafael Miranda

Technical Evangelist, Amazon Alexa
Curious at heart, Rafael loves trying out new technologies. Exploring voice interfaces was love at first hearing. He organized hackathons and other events with focus on Alexa before joining Amazon. As a technical evangelist for Amazon Alexa, he educates developers, designers, enthusiasts... Read More →


Tabula Rasa - Will the world of gaming turn upside down?
Since google's Stadia announcement, many people are talking about one topic only - how our cosy game world will be turned upside down. Will the established platforms survive? How will creatives and business developers react to instant game access and massively multiplayer online everythiing? Or is this a kind of true digital divide and only regions with perfect infrastructure (aka not Germany) can participate from this development?

avatar for Heiko Klinge

Heiko Klinge

Editor-in-Chief, GameStar, GamePro
Heiko Klinge is the Editor-in-Chief of Europe´s leading PC gaming magazine GameStar (GameStar.de) and the console gaming magazine GamePro (GamePro.de). These outlets are providing information and entertainment for a combined 5 million unique users.Heiko has been working as a games... Read More →
avatar for Arnold Nesis

Arnold Nesis

CEO & Co-Founder, Capricia Productions
Arnold Nesis is an Israeli metal-head and music composer, mostly known for his work in video games and media. Arnold has worked with companies in the United States, Europe, Russia, Ukraine and elsewhere and currently is the CEO of "Capricia Productions", making interactive music video... Read More →
avatar for Eric Zimmerman

Eric Zimmerman

Arts Professor, New York University
Eric Zimmerman is a veteran game designer with more than 2 decades of industry experience. For nine years, he ran his own award-winning studio Gamelab, which helped invent casual games with hit titles like Diner Dash, as well as make innovative games like Gamestar Mechanic, an online... Read More →