Gamedu 2016 connects devs and educators in January

gamedu-logo
gamedu-logo

January has an interesting opportunity for everyone interested in games and education: Gamedu 2016 is a seminar focused on gamification and interactive cooperation between game-related businesses and schools. The two-day event is organized by Kouvola Region Vocational College, KSAO. The goal is to enhance game industry education by connecting educators and industry talent, and reinforcing the dialogue between different operators.

IGDA members will get 10% off of the seminar price. To claim your price reduction state your membership status in the billing information section of the registration form.

Note that the main language of the seminar is Finnish.

Programme

Thursday 9:30 – 16:00

9:30

Coffee & registration

10:00

Opening words – principal Timo Olli (KSAO)

10:20

Building successful game education – game industry veteran and pedagog Juha Huhtakallio (Metropolia)

Break

11:20

Case KSAO/Keuda: BioSampo game – lecturer Jukka Harju (KSAO)

11:40

Business-Akatemia – team leader Tiia Lappalainen (KSAO)

12:00

Lunch

13:00

Game development education in Leeds and in the UK – Abu Berat (Leeds City College)

13:40

Coffee break

14:15

Peliteollisuuden tulevaisuuden osaamistarpeet – education councillor Ulla Taipale-Lehto (Opetushallitus)

14:45

Workshops

16:00

Wrapping up the first day

18:00

Evening programme starts

Friday 9:00 – 14:00

9:00

Helping start-ups – teacher Patricia Toledo (Oulu Game Lab/OAMK)

9:40

Pelialan koulutus yritysten näkökulmasta – CEO Jussi Tähtinen (Nitro Games Ltd)

10:20

Coffee break

10:40

Oppimisen pelillistämisen tarpeet – game pedagog Mauri Laakso (Meillä on leikki kesken)

11:20

Pelit opetuksessa – learning developer Mikael Uusi-Mäkelä (TeacherGaming)

12:00

Wrapping up and closing the seminar

Lunch

There will also be an open forum and pitching workshop, for entrepreneurs and talent to meet.

Event details

Date: 14.-15.1.2016
Venue: KSAO Liiketalous / auditorium, Salpausselänkatu 57, 45100 Kouvola
Price: 45 € (incl. 24% VAT), includes seminar and catering for both days

RSVP by 31.12.2015 at https://bit.ly/gamedu2016

More info: Susanna Rintala, KSAO Aikuisopisto, 020 61 56290, susanna.rintala@ksao.fi

Seminar attendees have a room quota reserved at two local hotels, Cumulus Kouvola and Sokos Hotel Vaakuna. Mention “GAMEDU” while making your reservations.

Vaakuna:

Cumulus:

IGDA Finland Seminars + December Gathering with InMobi: The Aftermath

This year was wrapped up in our December gathering last week. Not only did we have traditional Christmas caps for everyone, provided by our sponsor InMobi, but a seminar to kick off the evening and a demo corner featuring local devs as well. What a night! The first presentation was by Jami Laes, CEO and co-founder of Futureplay Games. Instead of the traditional free-to-play monetization model with IAP, his company has opted for a different approach: view-to-play. Laes showed us why video ads are a more profitable option – with few companies using this opportunity right now.

Continuing the theme, Mitchell Smallman from Next Games gave us some insight as to why ads have monetized remarkably well with Compass Point West. He listed some key points they had learned from other successful games on the market as well as the things they had done differently.

Seminar slides available for download here:

After the seminar it was time to gear up for the party. The revival of demo corner was a huge success, with eleven teams and developers showing off their games to peers.

Thank you for another great gathering – happy holidays and see you in January!

Photos by Daniel Schildt.

IGDA Finland Turku Hub November Gathering with LudiCreations

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turku_ludicreations1

This November the Turku Hub went analog with Iraklis from LudiCreations, who gave the developers of digital games a glimpse to a slightly different world: that of board game development and publishing. When Finnish people think of board games, the first one that probably pops to the mind is Afrikan Tähti, whereas in the English-speaking world the stereotypical board game might be Monopoly.

Board gaming has come a long way in the last couple of decades. “You might be surprised to hear this, but Monopoly is a horrible game”, told Iraklis. “Four people start the game, but after a while two of them drop out and just sit and watch the two chase each other around the board.” The renaissance of board games started in 1995 with the publication of Settlers of Catan. According to Iraklis modern board games aim to give players agency, interesting choices and interesting experiences around the table, not just luck-based die rolling like in Chutes and Ladders – an old game from India that was originally designed to teach the players about the inevitability of fate. Instead of competing with each other, in many modern games the players co-operate, either by trying to overcome a common obstacle, or building something together.

According to Iraklis the latest big thing in board games is a so-called Legacy phenomenon, where the actual game will change permanently according to how it is played. This can mean that the players are supposed to tear apart a card when the rules tell them so, write on the game board or add stickers there, or change the rules of the game in some way. The end result is a game board and state which can be unique from other groups. The problem with Legacy games is to find a stable group to play them with.

Some things in designing and publishing board games sound familiar to people working in the digital games, such as the role of licenced games and the problems around them. There is a history with licensed board games that are badly slapped together. License holders can be very protective of their IP, and they are more concerned with the look and feel of the game instead of the mechanics. As a result there is a certain amount of preconception with licensed board games being bad, which is familiar from video games.

Ideally creating and publishing a board game is not a solitary job, but like video games it requires a talented team – a publisher, a game designer, an illustrator and a graphic designer, rule designers, proof readers, production manager and a team of playtesters. A board game should go through at least a hundred blind playtests, which means a test where the publisher or designer is not present.

Unlike in video games, where the unfortunate norm is to publish a buggy game and patch it post release, board games should be thoroughly tested. Are half-baked games published in the board games business? “More than I’d like to admit”, was Iraklis’ reply. The games are becoming more visual and the players pay more attention to art than the mechanics. A certain amount of “we’ll fix it in the expansion” attitude is creeping in.

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turku_ludicreations2

Although board gaming is living a new heyday, Iraklis still describes it as a minuscule business compared to digital games, and Finland as a minor business area. Most of the big business comes from Germany and United States, which also applies to the designers. Iraklis describes the designer and publisher community as a small and tightly knit one, where everybody knows each other, what they have published and done. There is perhaps ten people in the world who make their living off designing board games. As a company LudiCreations has published ten games, three of which have had a Finnish designer. The minimum print of a game is 1000 copies, and one that sells more than 5000 is a hit. This doesn’t mean that board games are just a curiosity, since for example in Germany there are board game reviews in newspapers next to movie reviews, and according to Iraklis there are weekly events where 100-200 people gather to play.

How about tips for an aspiring board game designer? “Look, if you really love board gaming, my advice is not to do this, seriously”, said Iraklis with a smile. “Every year I’ve been publishing is I’ve been playing less and less. One reason I’m not developing is that I’d have to play the same game again an again, and it gets very boring. Why to do it? When everything else is gone, 300 years in the future everyone is still enjoying your game. It’s a creative pursuit with so many facets - how the game is created, distributed, and so forth. I love board games and bringing them to people. I’m surrounded by very, very talented people who help me bring the games to the people and see them enjoy them. It’s definitely not the money, but then again board games are a low risk, low reward pursuit.”

What other learnings are there to take home from board games to the digital side of the fence? “There’s the saying that if you can design a good board game, you can design a good digital game, and that’s absolutely true. The effort that goes into balancing and designing a single board game is incomparable to designing an average digital game.”

After Iraklis’ excellent presentation the 30-odd people enjoying the evening at Hunter’s Inn had the chance to try out a selection of new and old board games.

Re-introducing Demo Corner in IGDA Finland Gatherings

With new locations come new possibilities: as the gatherings are moving to Maxine, we thought this is a good time to bring the demo corner back. It has been way too long since they have been organized, and as the IGDA Finland community is all about sharing what better way to foster that ideal than showcase the talent in that community. The demo corner is a place for developers to show off their games and get some feedback. We're aiming for this area to be a space for everyone: from people working on commercial AAA games to enthusiasts making indie projects in their spare time. So don't worry about your studio being too famous or your personal project being too insignificant – we want everyone to have a chance at giving and getting feedback and sharing ideas.

If you have a game you're working on that you want to share with fellow devs, head to December Demo Corner sign-up page right away!

IGDA Finland Seminars + December Gathering with InMobi

It’s pre-Christmas party season, folks! And we know it wouldn’t be the same without IGDA Finland December gathering, so worry not: ‘tis the time to get festive, end the fall season in style and prepare for a well-earned rest over the holidays.

This year’s pre-Christmas celebration is sponsored by InMobi, a global mobile advertising platform that reaches over 1 billion mobile devices every month. InMobi recently launched Miip, their user first discovery platform. Because users come first to them and they obsess about delivering the right user experience, we’re confident you’ll not be disappointed by the special treats and speeches they have prepared for the event. And not only are you in for epic fun times, there is also a seminar before the party.

The seminar this time is all about strategies for monetizing with ads and how to implement ads in a non-intrusive way. Our speakers come from Futureplay and Next Games, both studios that have succeeded in pulling off this “impossible” feat.

After all the special events this season and hopping all over Helsinki we’re also finally ready to announce our new gathering venue: IGDA Finland will be settling in at Maxine. Judging by the general feedback after our last invasion to this venue, we think quite many of you will approve of this.

Besides the seminar and party goodies, we have yet another special little something planned for the event: devs will have a chance to showcase their games during the evening. Read more here and sign up if you want your chance in the spotlight!

So prepare your party gear and join us on Dec 8 – it’ll be a blast!

IGDA Finland Seminars presents: Ad Monetization Strategies, Sponsored by InMobi
Time: 
8.12.2015 at 17:30 – 18:30
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

- Jami Laes (Futureplay): View To Play Games - The Next $100B Market - Mitchell Smallman (Next Games): Rewarded Video Ads in Midcore Mobile: Blazing Trails Where We Were Told Not To Tread

IGDA Finland December Gathering with InMobi
Time: 
8.12.2015 at 19:00
Place: Maxine, Urho Kekkosen katu 1 A, 6th floor, 00100 Helsinki

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

Seminar agenda

Jami Laes was previously in charge of Angry Birds and everything else in games as the Executive Vice-President of Games at Rovio Entertainment. He has been leading global game studios at EA, Playfish and Digital Chocolate over the past 10 years. Laes first started in mobile games in 2000 as a game designer at Riot-E and his first games he developed on his Amiga 500 in 1988. He is currently the CEO and co-founder of Futureplay Games.

View To Play Games - The Next $100B Market The mobile ads market is estimated to top $100B in 2016. And no developers are focused on it. While everyone is still staring at the TOP-grossing chart, Futureplay Games is building a new generation of View-to-Play games. Jami will talk about Free-to-Play & View-to-Play and how in their debut game Farm Away! they have successfully leveraged ads in a rewarding, fun and non-intrusive way that make our games more fun, faster and cheaper for the players to play and the players love it.

Mitchell Smallman is a Senior Product Manager at Next Games. A six year Free to Play veteran (yes, including MySpace) has worked as Story Writer, Game Designer, Consultant, Pro Wrestling Referee and Product Manager throughout his career. He is a passionate advocate of free to play and casual gaming.

Rewarded Video Ads in Midcore Mobile: Blazing Trails Where We Were Told Not To Tread Rewarded ads have not been widely used as a central feature in mid-core titles due to fears of effecting IAP conversion and audience engagement. Mitchell will share lessons learned from Next Games' mid-core title Compass Point: West, along with practical examples from other developers. He will include how to tie rewarded ads into your core gameplay mechanic in a meaningful way, how rewarded ads can be regarded as a feature instead of an interruption, A/B testing to get the right value for advertisers vs IAP spending, balancing a game economy with heavy ad value, and analyzing player behavior to understand ad watching players.