Umbra Ignite & IGDA Finland September Gathering with Umbra

The September seminar and gathering were sponsored by Umbra, and what a day it was! We had an amazing seminar for the whole day with mind-blowing presentations about some of the latest ideas, trends, research and innovations in the industry. Here we want to share a few moments from that day with you:

It was morning and the seminar space was almost ready.

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Finally the doors were open!

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The seminar space was full and it was time for words of welcome from Umbra.

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The seminar started with a presentation by Rulon Raymond, Sr. Engine Programmer from Infinity Ward.

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Raymond talked about skinning and the evolution of the hardware of consoles, and how skinning should or should not be technically implemented. He identified problems in skinning such as “candy wrapper effect” (means that a joint is bending when animating) and "flat ass syndrome". Raymond then presented different technical solutions for the problem, such as GPU friendly Dual Quaternion Blend skinning. At the end Raymond reminded the audience that “Skinning is not a solved problem”.

Next on stage was Graham Wihlidal, Sr. Rendering Engineer from Frostbite.

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Wihlidal presented Frostbite engine and the challenges that different usage, platforms and genres produce and how the team found solutions. Wihlidal told that at Frostbite each team can decide what features will be implemented and how this customizability keeps the performance good because only important parts are kept. Frostbite’s solution is to have the engine close to the hardware which makes it easier to work with and increases the quality.

Next in the spotlight were Remy Chinchilla and Kevin CerdĂ  from Tequila Works.

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Chinchilla and Cerdà presented AAA production tips and solutions for indie studios. They talked about combining creativity with business. The freedom of creativity is the most important thing, but the producer has to be able to recognize the important features for the project and prioritize the implementation. Creative chaos in organization doesn’t make a game and Chinchilla and Cerdà told it’s important to move to production and to learn to close things. They talked also about how recognizing the abilities that each member of the team has and how letting them use their skills leads to a better working environment. And they reminded how a studio should always plan ahead their problems.

Then Jérémy Virga from Arkane Studios came on stage.

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Virga presented Dishonored 2 rendering and engine architecture. He told about their rendering pipeline and that they wanted to move towards multithreaded game logic and rendering. Virga explained how pipeline changes to multitasking makes the organizing of the data more difficult, but they found many benefits for the change. They split the render loop which saved duration time and gave good results and they still continue to evolve their engine.

Next up on stage were Thor Gunnarsson and S. Reynir Hardarson from SĂłlfar studios.

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Gunnarsson and Hardarson presented their virtual reality AAA game studio. They talked about VR challenges and their design principles for a good virtual reality game. Virtual reality performance requirements need resources that will easily lead to major compromises in implementation and that is when a strong artistic and technical knowledge are very necessary skills. Gunnarsson and Hardarson endorsed the future of small agile teams that have no room for egoism, but many responsibilities and strong participation which all creates greater work satisfaction.

Then it was time for the presentation by Balázs Török, Lead Engine Programmer from CDProjekt RED.

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Török talked about memory management in open world games and the challenges and what solutions they found while making Witcher 3. Török talked about GPU pool defragmenting and how they made three iterations to the engine. First they tested CPU memcopy but decided they can do better. The second iteration was a compute shader, but they still weren’t satisfied and made the third iteration: DMA engine.

The last presentation was by Alex Evans from Media Molecule.

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Evans talked about their journey and technical challenges when they were developing a new game engine for their new game Dreams on Sony PlayStation. Media Molecule presented Dreams engine at Siggraph this year. They made four versions that evolved from polygons to voxels and then to froxels and finally to splashes in cooperation with art director and artists to test and find the final visual style. Creative minds put together resulted in an amazing outcome.

After the mind-blowing seminar the attendees got some special treats and drinks before the doors were opened for the monthly gathering. Umbra sponsored also the gathering which continued until the late night...

Thank you Umbra for the exciting day! And thank you Circus for the good service! Stay cool and awesome and see You in October!

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Photos by Janne Karvinen.

IGDA Finland September Gathering with Umbra

As most of the developer scene is undoubtedly aware tomorrow is a big day: at 11:30 we’ll be opening the doors at The Circus for Umbra Ignite. While the seminar, featuring speakers from renowned studios around the world, has long been sold out, everyone is welcome to the September gathering held at the same location from 19:00 onwards.

Umbra will be sponsoring the gathering as well, we have a special drink offer available and a small surprise for all attendees. So even if you missed the registration for the seminar, drop by and enjoy the after party!

IGDA Finland September Gathering with Umbra
Time: 01.09.2015 at 19:00
Place: The Circus, Salomoninkatu 1–3, 00100 Helsinki

Please note that you need to be at least 18 years old to attend. The cloakroom service is offered free of charge.

IGDA Finland at PGConnects

It's that time of the year again: Pocket Gamer Connects returns to Helsinki! If you work on mobile games, this is THE place to be: whether you want to stay on top of the latest trends and technology, meet investors and grow your professional network, or pitch your game - PGC has it all. Industry veterans will be sharing their knowledge and experiences on several aspects of mobile gaming, while the hottest indie devs get a chance to showcase their games at I Love Indie Showcase and The Very Big Indie Pitch, a pitching competition with awesome prizes and an excellent opportunity for exposure.

As if all this wasn't reason enough to join the conference there is also going to be an epic Pocket Gamer Party you don't want to miss.

IGDA Finland wants everyone to have a chance to take part in this event, no matter your location, and to make everything more accessible and convenient for our friends outside the Helsinki area we are organizing bus rides from hubs all around the country. The buses, provided by Pocket Gamer, are completely free of charge!

You can register to a bus near you on the EventBrite page we've set up for your convenience.Deadline for registration is on Friday, August 28 at 18:00.

The buses will take you to the conference on slots no deposit bonus Monday and leave back on Tuesday - you can choose whether you want to stay overnight or only Monday. (Note: You need to find your own accommodations for the night!)

Don't have a conference pass yet? IGDA members will get 40% off by using the discount code PG_IGDAFIN. Register here: http://www.pgconnects.com/helsinki/registration/

Developers who enter and are shortlisted for The Very Big Indie Pitch will get free tickets. Register here: http://www.pocketgamer.biz/news/61767/free-entry-to-pocket-gamer-connects-helsinki/

There are 20 free student tickets available for each hub. You can apply for a free ticket here: https://docs.google.com/forms/d/1KL_l3raz-r8FWnW2prBRimH8jrRaR2RzH2V-euQMtLI/viewform

Recruiting volunteers!

IGDA Finland is run completely on volunteer basis, by people who commit their time and skills for the good of the game developer community in Finland. The organization consists of three groups: the board handles all the official functions and obligatory paper shuffling like legalities and finances; the coordinators act as the engineers of all operations, planning events and making sure everything runs smoothly; and the volunteers, who support the coordinators in various roles. We find ourselves in a dire need for more volunteers to fill a variety of roles in the Helsinki area:

Do you have a knack for writing? Social media? Photography? Graphic design? Join the newly founded Media Team.

Are you a master of all things tech? Whether you know your way around all sorts of devices or you write beautiful code, we want you.

Even if you feel like you don’t have any special skills, don’t be shy about contacting us – we need all hands on deck to keep this ship sailing smoothly.

Perks of the job include exclusive studio visits and the chance to meet all the cool people in the industry – not to mention the warm and fuzzy feeling inside you when you get to make the world a better place.

To join in on the fun simply drop an email to our Co-Volunteer Coordinator, Jori Hellstedt jori.hellstedt@igda.fi and tell us a bit about who you are, what you do and if there’s anything specific you can and/or want to do for us.

(Not from the Helsinki area? See if there's a hub near you that could use your help! http://igda.fi/hubs/)

IGDA Summer Party with Supercell – The Aftermath

What a night! We broke a visitor count record by reaching 556 sign-ins during the evening – and judging by the smiling faces in the crowd, people had a great time too. The weather was definitely appropriate for the occasion as well: a beautiful summery sunset was more than we could hope for in August. Thank you Supercell for sponsoring and helping us make this event happen!

Photos by Janne Karvinen.