Get 15% Off White Nights Prague

IGDA FInland members get 15% off White Nights. WNConf is headed to Prague for the first time and is expected attract a unique blend of industry professionals and developers from Russia, Ukraine, Belarus, Czech Republic, Slovenia, Slovakia, Poland, Germany and more. Attendees will include representatives from Big Fish Games, CD Projekt RED, GREE, gumi, Rovio, King, Kongregate, Game Insight, Appodeal, Unity, Amazon, VK.com, Microsoft, Google, Pixonic, G5 Games and Vungle.

The Developer Exhibition is a great place for studios to showcase their games in order to meet feedback from leading publishers, industry gurus and fellow colleagues.  Best of the best will receive a trophy and receive prizes at the Indie Game Cup Awards Ceremony. We are accepting applications for the Developer Exhibition (https://goo.gl/forms/d7rLUPmEZoVQ2wIJ3) and for the Indie Game Cup until Friday, January 20, 2017. A list of nominations can be found on our website.

Use the promo code IGDA-Finland to get your 15% discount when registering here (http://wnconf.com/#registration).

 

Helsinki October Gathering with Wargaming.net - The Aftermath!

As the autumn grows colder, more and more people retreat indoors. Last Tuesday, well over 600 people were offered refuge from the chilling October winds by IGDA Helsinki chapter together with Wargaming. The international company, headquartered in Nicosia, Cyprus, is responsible for many successes, including World of Tanks.

The guests were treated to food and open bar during the fun and relaxed party phase of the evening, but over 200 people showed up already for the information-packed seminar. The IGDA Finland pioneer Jay Ranki, currently the Development Director at the Wargaming Nicosia HQ, gave a short recap of what the company has been up to over the years and introduced the speakers.

The audience was in for two presentations: Milos Jerabek, Development director for World of Tanks, talked about project management. Wargaming’s Global Head of Marketing, Juuso Myllyrinne shed light on how to tap into the surrounding culture for great marketing gains.

Read more about the seminar below, and see you in November!


“What is a lead and what they should really be doing”

After the traditional demo effects and tech hiccups, Mr. Jerabek took the stage. His presentation was mainly directed at team leaders, but offered interesting insight to anyone looking into becoming a team lead themselves one day.

His core messages was that bad management drives people away and damages your company’s reputation, harming future recruitment prospects. Hiring is expensive, so you shouldn’t waste it!

What is the best way to keep your team together, motivated and productive? According to Mr. Jerabek, the team lead should be an expert in their field, but more importantly, enable the team to do their best work. This includes knowing the team on a more personal level, finding out why they may be unproductive or unhappy and then helping them solve these problems.

Ideally, the lead should make themselves unnecessary in the everyday management, let the team have ownership of their work and avoid micromanaging. The manager should be further ahead of the team, clearing a path to the future, instead of putting out small fires.

However, it is just as important to decisively call the shots, especially when only bad choices are available. Mr. Jerabek stressed that making the choice you can live with is always the way to go. Not doing anything is the worst you can do.

Mr. Jerabek also gave more direct tips for managers:

  1. Hire people who are more accomplished than you so you can improve.

  2. Aim for a team that complements each other’s weaknesses and has many exceptional strengths, rather than a team where everyone is moderately good at everything, but not outstanding at anything. All superstars necessarily have some weaknesses due to concentrating heavily on their strengths.

  3. Communication must go both ways. Listening and being approachable is crucial. Dictating and not explaining your reasonings will eventually lead to loss of motivation and employees leaving. And the best way to know someone’s about to leave is when they stop caring and arguing.

  4. Always aim to improve!

Mr. Jerabek also reminded the audience that although teams need to build around experienced seniors, you should also bet on the future. Finland has great schools and amazing juniors, so empower them and bring them along to create great future professionals!

Milos Jerabek’s reading list as provided. Links discovered by the reporter, so while they are probably right you may wish to confirm with Mr. Jerabek about the last two:

Contact:
m_jerabek@wargaming.net
twitter: Milabr87
facebook: milos.jerabek54
linkedin: milosjerabek

 

Marketing at the speed of culture

Juuso Myllyrinne’s presentation was loud, fast-paced and highly amusing, but also very informative. At the first glance it seems that today’s marketing is driven by “robots and machines”, it’s based on ever-refining algorithms, big data, metrics and other assorted buzzwords. But is there space for creativity?

When asked “how many of you in this room have clicked on a banner ad in the past week”, zero hands were raised. Zero. Currently, the customers are being bombarded by thousands of ads daily, wherever they go. And people are extremely good at filtering them out, as this very unscientific poll shows.

Mr. Myllyrinne’s first example was the recent Norwegian Airlines’ ad campaign for discount flights to Los Angeles. (For those living under a rock at the time, the ads read “Brad is single”, and were published in newspapers and online merely days after Brad Pitt and Angelina Jolie’s divorce.)

It was a prime example of a relatively low cost campaign that gained traction because it turned into what Mr. Myllyrinne called “social currency”: people shared it voluntarily on their social media. They found it funny and hoped that other people would also see them as cool and funny when they shared the ad. And it worked: millions of views and shares, and more importantly, attention, all for free.

This was Mr. Myllyrinne’s main point: tapping into the culture and reacting quickly into events larger than you. In the best case, the ripples will spread and cause another reaction: if you keep feeding this loop, visibility can be multiplied.

This gives your company a competitive edge over others. The traditional kind of performance advertising, the kind where you pay money for exposure and results is all fine and good, but someone larger will always be willing and able to buy your audience.

To avoid that, Mr. Myllyrinne introduced three difficulty levels of being relevant:

  1. Know your customers: demographics, what do they like, their lifestyle?

  2. Have empathy, care about what your customers care about.

  3. Join the big conversation. Have values, a point of view, make your voice heard.

The second example was on a larger scale: the case of The_OMFGTR. In short, Canadian EDM star Deadmau5 (hugely popular in Japan, btw), turned his Ferrari into the Purrari, a bright blue sportscar with Nyancats on the sides, custom logos and floormats and all. Ferrari sent him a cease-and-desist letter.

Nissan stole the moment from Ferrari by tweeting a picture of their GT-R sportscar wrapped in a similar Nyancat design. Deadmau5 loved it, and as the story gained more and more audience, Nissan eventually actually shipped the custom GT-R to Canada. They made Ferrari look like grumpy old conservatives while making a huge impression on their core audience by empathising with their disappointment and providing a solution. Well played, Nissan.

Mr. Myllyrinne also reminded the audience, using a terrifying example, that if a company stays out of the public focus and concentrates on only traditional media, they might end up being dragged out in the open anyway, and not on their own terms. So best beat them to the punch!

Simply put, keep your eyes and ears open to the world, react quickly (or the moment will pass), best use fast and relatively cheap channels like social media. Not everything will necessarily become a viral hit, but the low cost keeps it worth the effort. And as an answer to an audience question, the optimal way to go about it is create interest and have people talk about it, then capitalise on it with traditional advertising. Seems solid!

 

Wrap up

Mr. Ranki wrapped up the seminar by reminding the audience of Wargaming’s publishing side as well and encouraged mingling, networking and making contact: “Everyone in the room should know that there's a friendly face at Wargaming!”

Wargaming has quite substantial experience in different markets and their focus points around the world, and Mr. Ranki encouraged the devs in the audience to approach them about publishing. Currently, Finns form the third largest demographic at Wargaming, and they want to bring a part of Finnish game development spirit to the company. Co-operation, communication and openness. Not a bad thing to be exporting!

There's still time to get a Russian visa

The White Nights Moscow conference will take place on October 11-12, 2016 and IGDA Finland members get 15% off tickets. 

The conference program will feature over 40 sessions across three tracks. CD Projekt RED, King, Playrix, Nevosoft, Facebook, Unity, VK.com, Google, Amazon, Game Insight, Rambler, RJ Games, G2A.com, Unreal Engine, Pixonic, Creative Mobile, 101XP and other leading companies will be attending the conference.

There will also be three exclusive closed-sessions run by Facebook, iOS and Google representatives. Please note: pre-registration required. For more info visit our website. (http://wnconf.com/en) 

The Developer Exhibition will once again be held as a part of the White Nights, where over 80 talented teams will showcase their best games in order to find partners, receive feedback from industry experts and make valuable business contacts.  Best of the best will receive a trophy at the Indie Game Cup Awards Ceremony. At the time of posting there are only two spots left, so act fast. 

There will be three networking events run as a part of the conference: pre-party at the Radio-City restaurant to be held on the day preceding the event, the main party at the luxurious Buddha-Bar at the end of the first day, and the Sparkling Intermission with Champagne by Applovin on the first day of the conference.

Use the promo code IGDAFinland15 to receive a special 15% discount when registering here (http://wnconf.com/en/#registration).

Wargaming Reveals Lineup of Speakers for 4C: Kyiv

Wargaming has announced the initial list of keynote speakers who will be converging on Kyiv in two weeks to create, craft, communicate and collaborate at the 4C conference. This international networking event, organized and held by Wargaming, kicks off September 23 and runs for two days, covering a wide array of topics ranging from technology and game design to data analysis and marketing.

Over 50 prominent experts and leaders from Europe and the U.S.A. will take the stage to share road-tested insights. Featured among speakers are Chet Faliszek, a writer who has worked on Left 4 Dead and other games from Valve, Chris Taylor, general manager and creative director at Wargaming Seattle, Sólfar Studios co-founder and creative director Reynir Hardarson, 2K Games creative director Eric Simonich and Electronic Arts (Russia) general manager Tony Watkins.

“I really think we have put together a very strong and unique program for 4C: Kyiv. Never before have we had quite this caliber of a line-up in any games industry event in the region,” said Jay Ranki, Development Director at Wargaming Development HQ and Head of the 4C:Kyiv Program Committee. “4C's focus is on the future of our industry; there is a strong theme around VR, AR and eSports in the program. We have Chet Faliszek from Valve, Reynir Hardarson, the creator of Eve Online, Josh Naylor from Unity, and many others talking about VR from their perspective. The interactive workshops run by Indigo are something you usually don't have access to unless you are part of some expensive executive training program in a big company. Make sure you take advantage of this opportunity to attend them!”

The conference will feature four sections:

  • People & Production (for managers and leaders in general)
  • Technology & Design (Art, Development, Design, UX, and more)
  • Business & Data (everything you need to know about the business component of product operations)
  • Future & Disruption (the future of video games and new horizons)

If you are a looking to forge a career in video games or are already doing it, 4C: Kyiv will bring you real life examples on how to succeed in the industry, plus advice on how to navigate the roadblocks, build and manage successful teams, and take on opportunities that modern technology provides. The conference also provides an exceptional opportunity to connect and network with internationally reputed industry experts, who all share a passion for video games.

Head to 4C’s website to catch up on the full list of experts who’ll take to the stage at the event. Stay tuned for speakers who have yet to be revealed, and a special surprise that Wargaming has prepared for all attendees.

This event is organized in partnership with iForum—the biggest IT conference in the CIS.

About 4C: Kyiv

4C: Kyiv is a conference for those who drive change, not just adjust to it. Listed among participants and speakers are world leading video game specialists and experts. Our goal with this event is to create a meeting place for the most innovative and aspiring developers from across the globe. We won’t be talking about the state of the industry today—we’ll be discussing what the industry will be like in 5—or even 10—years.

4C’s motto is “Create. Craft. Communicate. Collaborate.” “Create” and “Craft” means we’re looking for people who, at their core, are passionate about building unforgettable experiences. This is tied to together with “Communicate”, because we know that projects live and breathe on being able to articulate ideas and guide others in realizing a vision together. When you “Collaborate”, pooling best practices, we can transform an idea into something that stands the test of time and influences the market for years to come.

Official website: http://conf4c.com/

About Wargaming

Wargaming is an award-winning online game developer and publisher and one of the leaders in the free-to-play MMO market. Founded as a privately held company in 1998, Wargaming has shipped more than 15 titles. Currently, Wargaming is focused on its team-based MMO war series dedicated to the mid-20th century warfare that will include the armored World of Tanks, the flight combat World of Warplanes, and the naval World of Warships. The three intertwined titles will form a common gaming universe integrated within the portal www.wargaming.net.

As part of its multiplatform line-up, the company has introduced World of Tanks on Xbox and World of Tanks Blitz on mobile and tablet. Launched in 2014 and 2015, World of Tanks on Xbox introduced epic tank-on-tank battles to console gamers and offers the first cross-platform gaming experience between Xbox 360 and Xbox One. In 2015, Wargaming announced World of Tanks for Sony’s PlayStation®4, continuing its console campaign. The mobile MMO game World of Tanks Blitz has opened up Wargaming’s trademark team-based military IP to smartphone and tablet users worldwide.

Official website: http://www.wargaming.com

 

Jay Ranki on Giving Back to the Game Dev Community

Jay Ranki is a seasoned gaming veteran and one of IGDA Finland’s founding fathers. He is currently the Development Director at Wargaming HQ in Cyprus and Head of the 4C Conference Program Committee.  We at IGDA Finland reached out to him to talk about things old and new, as well as, the upcoming 4C conference in Kyiv. http://conf4c.com/ 

Hi Jay, thanks for making the time. First things first. You were there at beginning of IGDA Finland. Could you tell us about the “Big Bang Moment” that ended up creating this organization which is now 1200 members strong?

Well, actually IGDA Finland got started in 2003. Back then I was just an attendee. :) I did not take over the reins as the main coordinator until in 2004. The original idea came from a good friend of mine, Lasse Seppänen, currently the CEO of PlayRaven. He got few key figures of the Finnish game industry together with the goal to create a true community for our industry. They started getting game devs to gather into a pub once a month in spring 2003. In fall 2003, they started collaboration with IGDA and the name IGDA Finland was coined. Without Lasse, Wili (Miettinen), Sami (Vanhatalo), Mika (Tammenkoski) , Aki (Järvilehto) and  Jouni (Mannonen) and others who kickedstarted the whole thing there would be no IGDA Finland. So we all owe them a huge debt of gratitude. There is no doubt in my mind, that without IGDA Finland, the Finnish Games Industry would not be where it is today. IGDA Finland is our not-so-secret weapon. I am always amazed that no one has managed to replicate it - so far. One of my big hopes for 4C: Kyiv actually is that someone(s) in the Kyiv game dev scene would get fired up to do exactly that. That’s why I wanted to have you guys speak there.

Was there any particular turning point where things began to take off for the organization?

I think there has been many. But three of them really stand out from the rest: the founding, building the first team and formalizing the chapter. The founding we already talked about. 

When Lasse passed on the torch to me, my vision was that this thing was too precious for me to carry all the responsibility alone. It would not scale. So I started building a system of volunteers and coordinators, to build a team that would take IGDA Finland forwards. That allowed us to scale the operations to a new level that no one man could have done alone.

When it came time for me to give the rains to Sonja (Ängeslevä née Kangas), I stepped back to an advisory role. Myself and few other advisors drove the formalization talks with IGDA in the US. After lot of hard work, we became first IGDA chapter to be a fully independent legal entity - rekisteröity yhdistys in Finnish - and that again allowed us to scale our activities to the next level. Formalization also made sure IGDA Finland would have lasting legacy, secured by a democratic election process and much easier access to funding.

Any special memories or funny stories?

I still remember the first time we hit 350 visitors for an event. It was crazy, the line at the door was running all the way to the outside. People were waiting in the rain to get in! That’s when I knew we had made it. We had created something huge.

Another special moment was back in the very early days. We had the honor of getting Ernest Adams, the original founder of IGDA, to join our young, fledging chapter. He gave a speech to the attendees - probably the first speech ever given in our events - and afterwards gave me plenty of advice on running the chapter and shared stories behind IGDA early days. I will never forget that night.

Third really special memory comes from GDC 2007, where during an IGDA luncheon, I received an MVP award on the behalf of whole IGDA Finland. It came as a complete surprise and I was left quite speechless during my acceptance speech and deeply emotionally touched by the recognition. Lasse Seppänen and one of our early coordinators, Liz Lehtonen were there to celebrate the moment with me.

Do you have any advice for the volunteers running IGDA Finland today?

Remember that running a volunteer organization is not easy. When you promise to do something, everyone around you is counting on you. Make sure you deliver on those promises. That’s a really important thing to take to heart, not just for IGDA work, but for everything you do. You want to be known as the person who keeps his promise and who delivers. That will get you far in life.

Don’t be afraid to talk to people. People in this industry are very friendly and supportive of anyone who wants to get into the industry. If you see a famous developer, say Sami Järvi from Remedy or the lead programmer of your favorite game, it’s ok to go and talk to them. They will welcome that. But also be sure to respect their time and don’t hog them just to yourselves for too long. There are probably lot of other people they also want to talk to or who want to talk to them.

But first and foremost be proud of what you do. You are continuing on legacy of all the volunteers who have worked for IGDA Finland in the 13 years of its existence. You are doing something that really adds value to the whole community. And please, please, please take good care of my baby! :)

You’ve left Finland a few times. Do you have any advice for Finns interested in exploring career options outside of the country?

If in doubt - Go! I would rather regret the bold decisions that didn’t pay off than feel sorry for myself for lacking the courage to try things. You can always come back to Finland. Having more varied experiences, both in your work and in life general, will make you not just a better game developer, it will make you a better person. Plus it’s great fun! :)

You believe in giving back to the community. One of the initiatives you’ve started at Wargaming is the upcoming 4C conference in Kyiv. What do you hope to achieve?

Wargaming wants to give back to the community and that is something that fits very well with my own personal values. So I was honored when they asked me to run the program committee. We have a chance to bring an event like this, with speakers of this caliber to an audience that doesn’t have regular access to GDC’s and other big Western events. That is huge.

Our hope is that 4C will turn into an annual event, organized in different location each year, to bring this kind of opportunity to as many developers as possible. But first we need to make sure this event succeeds, then collect the feedback and see if there really is a demand for this kind of conference.

Do you have ambitions to expand outside of the CIS countries and perhaps host a show in Finland or somewhere close?

That is definitely a possibility. But like I said, right now we are focused on making this first one a huge success and then evaluate based on the feedback. Assuming there is need for 4C type of event, I would love to bring 4C into cities like Minsk and St. Petersburg where have a Wargaming studios (like we do in Kiev). But the challenge with those cities is that both Russia and Belarus requires visas from most western Europeans and North Americans. It will also depend on where we can find the best partners to do this. Wargaming is happy to help, but as 4C gathers momentum over the years, we hope to see bigger and bigger network of partners doing this together. All I know for sure at this point is that we plan stay out of the areas that are already well-served by big events, i.e. countries like Germany, France, UK and the US, etc.

Thanks Jay. We're looking forward to seeing you at the October Gathering. 

4C: Kyiv is a conference for world leading video game experts and specialists who drive change, not simply adjust to it. Under the banner “Create. Craft. Communicate. Collaborate.”, this event assembles like-minded professionals to share their thoughts and knowledge, network with the industry’s key decision makers, gain valuable insight in development and publishing, define trends that will shape the industry for years to come, and get inspired. It will take place Sept 23-24.