Making video games cheaper, faster and better
Brady Woods
Product Leader, Xbox Game Creator Services
Dominique Gawlowski
MD, Free Lives
Dr Aleena Chia
Lecturer, Goldsmiths, University of London.
Graham McAllister
Organisational Psychologist
Haiyan Zhang
General Manager, Gaming AI at Xbox
Jesse Schell
CEO, Schell Games
Lauren Maslen
Production Director at Mighty Build and Test, a Keywords Studio
Lucie Migné
Senior Producer at Mighty Build and Test, a Keywords Studio
Rami Ismail
Game Developer
Sahar Asadi
Director of AI Labs at King
Sean Cooper
Technical Director, Didimo
Shawn Layden
Tommy Thompson
Director, AI and Games
Tony Gowland
MD, Ant Workshop
Ulas Karademir
CTO, IO Interactive
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The unsustainability of AAA video games
Games veteran Shawn Layden speaks with GamesIndustry.biz about the spiralling costs of AAA game development, and why it needs entirely rethinking. (This session is available as a video, podcast and article)
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Meet IO Interactive's new CTO
Ulas Karademir on his return to IO Interactive, and his approach to making games faster and better. (This session is available as an article)
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The art of failing fast
Video game veterans Tony Gowland, Dominique Gawlowski and Rami Ismail share wisdom on the importance of getting it wrong quickly. (This session is available as a video, podcast and article)
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Developers should be making singles, not albums
Indie development legend Tony Gowland on the advantages of making smaller games. (This session is available as an article)
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How AI can (and cannot) speed up game development
AI experts Tommy Thompson, Sean Cooper, Aleena Chia, Lauren Maslen and Lucie Migne opens our AI talks by discussing the broad opportunities and challenges of the technology. (This session is available as a video, podcast and article)
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How King uses AI to speed up the development of Candy Crush
King's Sahar Asadi shares how the mobile games giant is utilising AI to support its development teams (This session is available as an article)
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Getting it right at the concept stage
Team Sync's Graham McAllister on why the concept stage is the most important one to get right for team efficiency. (This session is available as a video, podcast and article)
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Getting remote working... working
For some developers, the switch to remote and hybrid working has significantly slowed down development. Yet others have managed to overcome this issue. We chat to development experts on how to get it right (This session is available as an article)
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Life without layoffs
Schell Games boss Jesse Schell on the advantages of keeping a lean team, how to know the right team size for each project and the art of scaling up and down as development progresses. (This session is available as a video, podcast and article)
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AI and Cloud Keynote with Microsoft
Haiyan Zhang, general manager of Gaming AI at Xbox, and Brady Woods, product leader at Xbox Game Creator Services, will discuss how the latest technology can help game developers build their games better and more efficiently
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Everything we learned from GI Sprint
As our series on making games cheaper, faster and better comes to an end, we recap the highlights
Four ways AI and cloud can make game dev easier (and one thing they can't do) | GI Sprint
We talk to Xbox about what these technologies can do to support – but not replace – developers
Life without layoffs, or why they are an avoidable part of game development | GI Sprint
We talk to veteran game designer and CEO, Jesse Schell, who hasn't laid off any devs in 22 years
The benefits of working remotely | GI Sprint
Bossa Studios' Henrique Olifiers and FuturLab's Toby Adam-Smith discuss remote working, and how to maintain efficiency and teamwork
Getting your game vision right at the concept stage | GI Sprint
Graham McAllister details the challenges of aligning on a vision, why it matters so much, and how developers can overcome the issue
How King is using AI to speed up development of new Candy Crush levels
The firm has made level iteration 50% faster as a result of its playtesting bot
How you can tap into the AI revolution to make games more efficiently | GI Sprint
Industry insiders shed light on the best way to make use of AI tools, without losing touch with your core purpose
Xbox tech leaders to close our GI Sprint series next week
Haiyan Zhang and Brady Woods to discuss the opportunities of AI and cloud
IO Interactive's mission to speed up game development | GI Sprint
The Hitman developer discusses the advantages of running its own tech and how it's looking to make games 'cheaper, faster and better'
Why devs need to fail fast, and how to do so | GI Sprint
Industry pros share tips on failing with grace, iterating faster, and how to know when a project should be abandoned in favour of your next idea