Sessions
Sessions Dutch Game Day 2024
We will post more talks here soon. Please make sure to check back regularly.
The artistic pipeline of the Dragonborn race
This session will focus on the creative process and workflow behind one of the many beloved player races of Baldur's Gate 3: Dragonborns.
- Luna Wullaert
- Museumvloer
- 09:45-10:30
Fashion and what it really means to be a concept artist
This presentation is about utilising sketching, photobashing and 3d to help create garments in concept art. Shania willll also address how concept art is not entirely about beautifully rendered images and more about getting ideas down as quick as possible whilst effectively communicating them.
- Shania Hall (She/Her)
- Museumvloer
- 10:35-11:15
Portfolio Review
Experts will check your portfolio and give valuable feedback to increase your chances of finding a job or internship
- BenG Lab
- 10:35-12:05
500.000 Wishlists – How we found a niche on Steam
In this short talk, Tobias will briefly explain how they found a marketable game idea, tested it for appeal, and made adjustments to maximize its success.
- Tobias Schnackenberg (He/Him)
- Theater 1
- 10:35-10:55
Building a Business on Roblox
Roblox has a huge audience and low barrier to enter, but like every platform, it has its pitfalls. Martine Spaans will share lessons learned from releasing several Roblox games.
- Martine Spaans (She/Her)
- Theater 1
- 11:00-11:20
Why we signed Pacific Drive — lessons from shaping the Kepler Interactive portfolio
In this talk, Matthew Handrahan will examine the qualities that made Pacific Drive stand out to both Kepler Interactive and its eventual fanbase, and what that can tell developers releasing games in an increasingly crowded marketplace.
- Matthew Handrahan (He/Him)
- Theater 1
- 11:25-11:45
Art Bibles Wanted!: creative chemistry and establishing vision
This talk is about what a good art bible must contain, how to use it to promote creative chemistry in a team and why every game project should have one.
- Zoé Nguyen Thanh (She/Her)
- Museumvloer
- 11:25-12:05
Dutch Game Mentors: A Mentor Network To Level Up The Dutch games Industry
Chairman of the Dutch Games Association, Jeroen Derwort, will explain the reasons behind the founding of Dutch Game Mentors.
- Jeroen Derwort (He/Him)
- Theater 1
- 11:50-12:05
Rami's talk
Just as previous years, we don't have the exact topic of Rami's talk, but it will be a session full of useful (business) tips for developers.
- Rami Ismail (He/Him)
- Museumvloer
- 13:05-13:45
Relic Ruins: Using Radial Design To Create Environmental Puzzles in 'Horizon Forbidden West'
Senior Game Designer Daniel Wewerinke guides us through the design process for the Relic Ruins that players can find in Horizon Forbidden West as well as its DLC Burning Shores; from concept to block-outs, interdisciplinary work, playtesting, and iteration. He discusses both design challenges and lessons learned while aiming to create interesting, unique, and surprising puzzle spaces for the playe
- Daniël Wewerinke (He/Him)
- Theater 1
- 13:05-13:45
Expedition Exposure: PR & Marketing Panel
During this PR and Marketing panel, experts Alison Beasley, Rick van Beem and Patty Toledo will give valuable tips that can help increase the visibility of your game. This session will be led by moderator Matthijs Dierckx, and consists of micro talks followed by a panel discussion.
- Alison Beasley (She/Her) , Patty Toledo (She/Her) , Rick van Beem (He/Him) , And More
- Museumvloer
- 13:50-14:30
Immersive tech – gamechanger for education?
In this round table educators and students are invited to share their views on the impact of immersive technology on (game-) education: Will it change education forever? Is it a hype? Come join in the conversation.
- BenG Lab
- 13:50-14:30
Core Values in Code Review (cancelled)
"Core Values in Code Review" explores how the practice of code review extends beyond technical scrutiny to become a reflection of a team’s core values and culture.
- Marc Smids (He/Him)
- Theater 1
- 13:50-14:30
What do we have to unlearn, to improve the UX of our tools?
Robin-Yann explains why there is no such thing as a 'sensible default' when designing game development tools.
- Robin-Yann Storm (He/Him)
- Theater 1
- 13:50-14:30
Intro to GPU Occlusion
In this talk, Leon will break down the adaptation of Hi-Z occlusion culling. By integrating this technique into our client's proprietary engine, we achieved significant performance improvements with minimal computation time.
- Leon Brands (He/Him)
- Theater 1
- 14:35-15:15
Roundtable: It's all about the wishlists
Developers know that they have to collect as many wishlists as possible, but it's often unclear what whishlists do and what they don't do. Developer Joost van Dongen, will lead a discussion about everything wishlist related.
- Joost van Dongen (He/Him)
- BenG Lab
- 14:35-15:20
Making a Game That Stands Out
In this talk, Ewoud van der Werf shares insights into how they made their debut game, SCHiM, stand out. The talk will summarize the visual style, shadow jumping mechanic and how the Dutch identity made the game feel exotic to new players.
- Ewoud van der Werf (He/Him)
- Museumvloer
- 14:35-14:55
Tracks of Thought: Weaving Story with Personality
In this narrative retrospective, narrative designer & game writer Maya Bloem discusses the process & pitfalls of writing for the personality-driven game Tracks of Thought, delving into details about the narrative vision and the challenges of marrying heartfelt storytelling and player expression.
- Maya Bloem (She/Her)
- Museumvloer
- 15:00-15:20
Roundtable: How to Increase Your Chances of Signing a Deal
In this roundtable, Maarten de Koning (DDM), will share his exclusive insights on how to increase chances of signing a deal. He invites developers and publishers to join the discussion and share their experiences as well.
- Martijn van Doorn (He/him)
- BenG Lab
- 15:40-16:20
Machinarium Retrospective
Jakub Dvorsky will dive 15 years into the past, to when Amanita's game Machinarium was released. He wants to talk about its creation, publishing, and what followed after its debut.
- Jakub Dvorsky (He/Him)
- Museumvloer
- 15:40-16:20
The Player vs Dream Logic – Developing the Mission Structures for Alan Wake 2
This session covers how the mission structures evolved during development of Alan Wake 2, and what can go wrong when you combine puzzles, narrative, combat, and dream logic.
- Anne-Marie Grönroos (She/Her)
- Museumvloer
- 16:25-17:25