Sessions

Sessions Dutch Game Day 2024

We will post more talks here soon. Please make sure to check back regularly.

October 3, 2024

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.

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

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. 

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

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

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.

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.

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.

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.