The weekend 8-10th of December sees old students returning to the education for our annual Alumni Days. All of them started where our students are now, and are now firmly part of the games industry either as members of a AAA studio, or as a lone indie developer. By bringing alumni back we kick start our students industry networks, and show them how our education can help them get a start in the industry after they leave.
This year’s speaker line-up cover the full range of industry positions, but don’t worry if you can’t be here in person – most of the presentations are recorded and will appear on our YouTube channel.
Are you an ex-GAME student? Join the Uppsala University Alumn Network.
And, of course, join our Facebook group for students past and present.
Here’s a schedule for your copy-paste convenience. Please note that the schedule is tentative. Talks might be brought forward or delayed. ALL UPDATES REGARDING TIME CHANGES WILL BE DONE ON THE FACEBOOK EVENT. So please sign up if you want updates. And not just regarding time, but whether a session is full or other important updates.
08 December, Thursday, B51
- 10.30 Sebastian Larsson – Game Designer, Team Crew. Sebastian is giving a postmortem for Frog Climbers.
- 13.00 Robert Graff – Game Designer, Freshly Squeezed. Robert is giving a postmortem for Defunct.
- 14.15 Christian Kähkönen – 3D/Tech Artist, Zoink Games. Christian will be talking about how he went from never had worked on a game to be a Tech Artist. And what a Tech Artist does at Zoink and what you should think about before seeking out an internship.
- 15.30 Niklas Hallin – Solo Developer, Neckbolt. Niklas will present his timeline. From student, to studio founder, onto freelancing artist and arrive as a well-renowned solo developer and his time at Stugan. He’ll also give a sneak peek of his next project after he’s done with the elephant game.
- 16.45 Malin Lövenberg – Game Designer, Lionbite. Malin will give some tips about how to get your first job. And then go on to talk about everything you can learn as level designer by writing comics. As well as challenge tropes.
09 December, Friday, B51
- 09.30 Maria Norkvist – 3D Artist, Lionbite. Maria will talk about how she is building the world of Rain of Reflection. She will also talk about and demonstrating how to build props with modularity in mind for optimization. So environment artists don’t want to miss this.
- 10.45 Olof Wallentin – Gameplay Programmer, Starbreeze Studios. Olof’s presentation is a two-parter. First he’ll be covering his time in Kyoto, the new indie scene that is growing in Japan and how the corporate culture can suffocate creativity. The other half is dedicated to Starbreeze ambition and vision for games as a service and the future of VR, primarily StarVR.
- 13.00 Robin Powell – QA Art Analyst, DICE. Robin will be talking about how he balanced his work as an Art Analyst on Mirror’s Edge Catalyst and Battlefield 1 and at the same time studying for a master in Human-Computer Interaction. How can you combine work and studies and how do they overlap.
- 14.15 Annika Fogelgren – Producer, King. Annika will talk about how to create the best environment for your team to deliver a game in a 10 points format. She’ll also talk about how she views the current state of the game industry.
- 15.30 Daniel Hagström – Developer, Resolution Games. Daniel will give the latest updates on what Resolution Games has learned from developing games for VR, as well as talking about soft values. The importance of a good work environment, dealing with imposter syndrome and that perks shouldn’t replace pay or sleep.
10 December, Saturday, B51
- 13.00 Viva Ivarsson – Game Designer, A Sweet Studio. Viva will be talking about how to design games for soft launch as well as presenting 7 lessons you can learn from Jack Skellington (The Nightmare before Christmas) about game design.
- 14.15 Karin Bruér – Art Director, Fast Travel Games. Karin will be talking about going from artist to Art Director as well as going from mobile to VR. She also give some inside tips about how to recruit artists and what your portfolio should contain. As well as 5 lessons from 5 years in the industry.
- 15.30 Aydin Afzoud – Game Designer, MachineGames. Aydin will talk about his work on Wolfenstein and DOOM as well as things you should know as a designer.
- 20.00 Alumnipanel & Party (at Rindi) Come hang out, play some games and make new friends.
In order to attend the Alumni Panel and the party you need to fill out this form before 17.00. And while you’re at it, send in a question for the panel!
UPDATE: all talks are now published on our Guest Lecture playlist on YouTube.
This weekend we took a break from everything that has to do with Christmas preparations hullabaloo and invited some of our alumni to come and inspire our current students and spread their knowledge.
Martin Greip showed a very impressive graph of “All the Feels”™ of being an indie developer and the daily struggle of running a studio. And by “accident” he also revealed Eat Create Sleep’s next game, Project Synvilla.
Albertina Sparrhult held a very personal introduction (with cows, bathroom queues and everything), to what Diversi is all about and why we all benefit from more diversity within our games.
Nobody knows how to herd cats and destroy all the fun more than Ylva Sundström, who shared her biggest secrets on how to become an exceptional game producer.
After he conquered Europe, the son of Gotland return to talk about his conquests. Andreas Svensson has been working at several game studios around Italy and Germany. Now he’s back at Blue Byte, one of the first companies he worked at.
Making a game is easy. Making a game that people understand is hard. Kalle Henningsson, QA Manager at Playdead, showed of some examples of the different iterations of Limbo and their upcoming title, Inside.
Daniel Polgar & Lee Kåberg hade the audience clapping and cheering while they talked about the process of starting up their company, Bridgeside Interactive. They spilled the beans on everything from how to form the company culture, what positions you need to fill and where the money is. Not only that, but they also showed of their first game, Clapper. Which is based on a game they produced during, the objectively best course on Campus Gotland, “Theme Park”.
”Who made that wonderful torch”, was the only thing everyone could think of when Horizon: Zero Dawn was revealed at this years E3. Prop modeler extraordinaire, Kim Aava, talked about what goes into a portfolio, the difference between working at an indie studio compared to a AAA-studio. But most importantly, she bravely showed some of her early work to show that everybody is a beginner at some point. An encouragement to us all!
We ended it all at the local student union pub, with a Q&A-panel consisting of some of our alumnis, mingle and some of the games produced at the education this year. It was a blast! Big, big thanks to all alumni, students and staff!
Brjann Sigurgeirsson driver spelstudion Image & Form och berättar om sin mångåriga erfarenhet som indieutvecklare. Föreläsningen ges på göteborgska.
Jens Berglind and Peter Stråhle talks about the development of Shelter 2:
Nicodemus Mattisson berättar om sina erfarenheter av att jobba som frilans och erfarenheter att ta hjälp av en agent för att söka jobb.
Alumnipanelen: en panel full med prominenta alumner som diskuterar sina erfarenheter och svarar på frågor från studenter. I år höll vi till i Studentbaren Rindi.
10 December, Wednesday, E22
15.45 Nicodemus Mattisson – Freelance Concept Artist
17.00 Brjánn Sigurgeirsson – Image & Form
Albertina Sparrhult – Diversi
11 December, B27
16.00 Albertina Sparrhult – Diversi workshop / meetup
12 December, Friday, B51
13.00 Hans Svensson – Institutionen för Speldesign
13.30 Teddy Sjöström – Pixel Ferrets
14.45 Jens Berglind, Peter Stråhle – Might & Delight
16.00 Daniel Gustafsson – Calm Island
13 December, Saturday, B51
13.00 Rabi Afram – NetEnt
14.15 Malin Lövenberg – A Sweet Studio
15.30 Anders Ekermo – Blizzard Entertainment
20.00 Alumni panel & Party (at Rindi)
Lara Tompa is a freelance photographer and entrepreneur who left a successful career in accounting to follow her passion. Since founding Pixolar Photography in Amsterdam she’s covered chaotic events in extreme conditions and seen more of the world than she’d have thought possible, trading her photography for access, travel and living. Unique experiences and time in the sun, rather than purely monetary gain.
Eva is coming to Campus Gotland for a one day workshop on Event Photography (and a bit of creative entrepreneurship), to help the GAME students self-document their work during the Gotland Game Conference.
She follows this up with a half day – online – of post production and feedback on the documentation after the event.
- Documentation and Marketing for Creative Startups, Workshop, Tues. 27th 10:00-16:00, D20
- Evaluation & Post Production Workshop, Mon 2nd june, 10:00-12:00, D31 + online
For questions, contact Ulf Benjaminsson.
Games are carefully designed, learner-driven systems.
Games produce meaning.
Games are dynamic systems.
Games are immersive.
Games are interactive and dynamic, requiring a player’s participation.”
This is taken from the Institute of Play’s report “Quest to Learn” However, this definition is true of many things – other than games. Social work being one of them.
Martine Pedersen is a social worker with thirteen years experience, and a start up “Indspark”, under her belt. She has worked with with many age groups, and dealt with a number of issues, including drug abuse, anti-social behaviour and, family support.
Early on she saw that behaviour couldn’t be looked at in isolation; that many things contributed to a person’s life situation.
The more she talked about how she saw Social Work, and the methods she uses with her clients, the more we heard applied game design, and knew we had to have her.
Her presentation was advanced game design, applied systems design, and great social work and an absolute asset to the course.