Lectures, panels, and interviews on everything concerning game business and development during TALKS!
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TALKS program 2021
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The Falconeer is the result of a long and winding journey, and its release has been similarly tumultuous, with incredible highs and lows. Tomas will talk about his experiences both in getting to release as well as the rollercoaster since then. Post-mortem on The Falconeer
Tomas Sala, Solo Game Developer
If you want kids to play your games, you have to know what they perceive as fun. We will look at 11 emotions kids (2-17) want to experience from games and how these evolve as they get older. Designing engaging games for kids
Simone de Droog, Senior Researcher at HU HEMD
Join Guerrilla's Principal Franchise Producer Tim Symons for a session on how to turn a gaming success into a global phenomenon. Tim will give some practical tips and tools for partnerships and licensing, as well as workload management, release timings, and building a strong brand. Expanding the Horizon - Franchise Building 101
Tim Symons, Principal Franchise Producer at Guerrilla Games
So you want to make a game? You can make it yourself, or you can hire experts. In this presentation, we will give you 10 keys to keep in mind when outsourcing your project. Sharing some pros and cons to co-development versus developing by yourself, things to have clear before contacting an outsourcing company and things to avoid to not become a dreaded slave lord! Don’t Become a Slave Lord, 10 Keys to creating Symbiotic Partnerships for Game Development
Micah Davis, Tech Sales Lead at Starloop Studios
Since 2018, the Utrecht-based Sokpop Collective has been running a subscription service where they release a new game made by them every month. After 3 years they have built up to more than 1700 monthly subscribers! In this panel, they will discuss their creative process, their finances, their secrets, and everything else that comes up when making this many games! Taking another approach on the studio business model
Find out what benefits there are for you to focus on the mobile hyper-casual game genre. We'll cover what it takes to thread together a successful hyper-casual game and how it compares to other gaming genres. Designing for Hypercasuals: A different approach
Marco Frisina, Publishing Manager at JoyPac Games
This talk will be about how a war refugee turned his love for art into his profession and on finding the motivation to accomplish his dreams. Turning adversity into opportunity through art
Danar Worya, Freelance concept art
A lot of discussion happened over social media regarding publishing deals after Raw Fury was among the first publisher to publicly disclose its publishing agreement template. It also made apparent that there is still a lot unclear about publishing deals within the industry. In this talk you learn about the essentials of video game publishing and common pitfalls to watch out for. Recognizing a good publishing deal
René Otto, Attorney at Van Iersel Luchtman
Unreal is used by some of the largest games out there, but with our recent features we’ll talk about how it’s never been easier to make high end games with smaller teams. Epic Tools For Small Teams
Arjan Brussee, Product Director at Epic Games
An insider look of creating and launching a debut game. What happens behind the curtain? Paul Deetman will tell the story of KeokeN Interactive and the reality of entrepreneurship in the game industry. Sharing his experience on the road of Deliver Us The Moon. The Road of Deliver Us The Moon
Paul Deetman, Founder and Director at KeoKeN Interactive
Music that flows with the action of the player is achievable in many different ways. This talk focuses on the ideas and musical systems we developed for Unexplored 2. It touches on composition, design & technical implementation, and all the wrong choices we made along the way. Creating adaptive music for Unexplored 2: The Wayfarer's Legacy
Matthijs Dierckx, Composer and sound designer for games
Graphics programming is a common interest for many aspiring games programmers, but what does a typical day as a graphics programmer actually look like? In this talk Rebecca will briefly explain some of the many responsibilities of a graphics programmer, and show the steps involved in solving a real-world bug from a released AAA title. A day in the life of a AAA graphics programmer
Rebecca Fernandez O'Shea, Graphics programmer at Nixxes
Dementia has no borders and the group is growing rapidly due to our aging society. Tover, a Utrecht-based company, develops serious games for people with dementia, to improve the quality of life for this group, as well as their carers and loved ones. We are selling our product, the Tovertafel, in 14 countries and many more learnings along the way. Also, we are not halfway there: we aim for a million players per day, in 2030.
Dementia: a global problem & opportunity
Hester le Riche, Founder of Tover
More and more games are adding social features to improve engagement and monetisation. How will this trend continue? And what are the ways we ride (and make) this trend at Azerion. The (re-)Dawn of Social
Jurriaan van Teunenbroek, Vice President Games & Content at Azerion
This panel seeks to provide answers to how high production studios find talent and provide growth to perform in high-performance AAA studios. Where to find the right people and how to advance their talent? How does the combination of Dutch native employees with international ones mean for a studio's process and company culture? Panel: Finding and raising talent in the Netherlands
Recently the Early Access of Unreal Engine 5 has been made available to every developer. Come along as we go through a series of practical examples and use cases in Unreal Engine 5 that will empower smaller teams. Unreal Engine 5: Hands-on
Andreas Suika, Technical Evangelist at Epic Games
In this talk, Christoffer Holmgård will talk about the importance of automation and how AI/ML is creating new opportunities for transforming game development processes. The talk will cover: - The benefits of automation - Areas where automation can help the development process - What is modl.ai doing in the field - What does this mean for the future of game development. Future of Game Development Pipelines using AI/ML
Christoffer Holmgård, CEO of model.AI
In the past year, the Dutch Games Association has started several new initiatives to provide for the Dutch game industry, such as relaunching the Dutch Game Awards in the fall of 2021. But more is coming. This interview will focus on Derks vision on the Dutch Industry, the role of a branch organisation and the steps that need to be taken together with its members to reach the next level. Interview with Derk de Geus, chairman of the Dutch Games Association and founder/owner of Paladin Studios.
Derk de Geus, Chairman at Dutch Games Association and Executive Chairman / Co-Founder at Paladin Studios
In what ways you fund your game using what is out there? An investor fund versus a government fund, what is the difference? And how does funding in Europe differ from the USA? Four experts explore these questions. Panel: Road to Funding
Michel and Aryeh will discuss the XR Campus in Den Helder. A newly founder XR/VR campus that develops training tools for the Dutch Navy.
Introducing Game Technology in training for the Navy
Michel Caspers, Subject-matter Expert Modeling & Simulation at Koninklijke Marine
In this brief talk, Kim Belair (CEO, Sweet Baby Inc) will talk about representation and authenticity in storytelling, and how diversifying development teams and making room for new voices can change the shape of a project, a team, and even a studio. What we've learned by bringing the 'outside' in
Kim Belair, Sweet Baby Inc & Wings Fund
TALKS Speakers 2021
Adriaan de Jongh
Game designer and founder of Midgame Fund
Adriaan is a game designer best known for the indie game hit Hidden Folks, a hand-drawn interactive searching game, and for experimental games like Bounden and Fingle, which move people out of the normal space of videogames by challenging players to dance, hold hands, and share physical interactions. He also has an awkward signature dance which he’ll perform with every opportunity presented.
Technical Evangelist at Epic Games
Studio Director and executive producer at Guerrilla Games
Angie Smets is Studio Director and Executive Producer at Guerrilla, a PlayStation Studio based in Amsterdam, The Netherlands. Joining the studio in 2003, her credits include the Killzone series (until 2013) as well as critically acclaimed action RPG Horizon Zero Dawn (2017) and its highly anticipated upcoming sequel Horizon Forbidden West. Angie is responsible for the company’s general management and direction, and oversees development of all of Guerrilla’s projects.
CTO at Sokpop Collective
Director of Content at Sega Europe
Bobby Wertheim is the Director of Content for SEGA Europe’s Searchlight team. Bobby is on the look out to meet developers with a consumer focus, a clear vision of what they want to create, thinks digitally first (in terms of content delivery, including communication etc) while having a long-term view of what they want to achieve.
CEO and Co-Founder of modl.ai
Christoffer Holmgård is a co-founder and the CEO of modl.ai and a co-owner of indie game studio Die Gute Fabrik. He has done extensive research on AI and Machine Learning for Games at Northeastern University, New York University, and the IT University of Copenhagen.
Game Director at Paladin Studios
Game Director & Knight of Paladin Studios where I contributed to Good Job!, Cut the Rope Remastered, and My Tamagotchi Forever.
Previously worked as game designer for Vanguard and Khaeon games and as a producer for Playlogic.
Derk de Geus
Chairman at Dutch Games Association Executive and Executive Chairman at Paladin Studios
Co-founder of The Smash Universe
Dwayne is a DJ and producer, but also a co-founder of The Smash Universe. As a DJ, he has worked with artists like Enrique Iglesias and Pitbull. As co-founder of The Smash Universe, he wants to create a synergy between gaming, music, tech and lifestyle.
Hester Le Riche
Founder of Tover
An engineer by training, Hester Le Riche is the CEO and founder of Tover and the creator of a pioneering cognitive stimulation system – the Tovertafel. During her Ph.D., she designed the Tovertafel: the original interactive light projection system that entices those with cognitive challenges.
VP of Strategy at Curve Digital
“With 10 years in the video games industry across digital publishing, analysis and commercial strategy, Jarvis Crofts joined Curve Digital to lead a new team as VP strategic planning. This team was established to add further depth to our commercial operations, content strategy and decision making, with a view to ensure our partners and studios continue to get the best publishing expertise possible.”
Selection Committee Member at WINGS fund and Creative Director & Co-Founder at Nyamyam
Jennifer Schneidereit is an award-winning game designer, programmer and creative director with 15 year’s experience in games. In 2010 she co-founded UK independent studio Nyamyam. Nyamyam specialises in beautifully crafted, unconventional games such as their first game Tengami and more recently Astrologaster. In 2019 Jennifer joined WINGS Fund’s Selection Committee. WINGS invests in indie games by teams in which women and developers from marginalized backgrounds have key positions.
Jurriaan van Teunenbroek
Vice President Games & Content at Azerion
In 2001 Jurriaan van Teunenbroek founded the company that in 2006 created the Youda Games brand. In 2015 Youdagames merged into the bigger Azerion, focusing on Gaming, Publishing, Distribution, and Ad Monetization. Azerion is an international company with more than 800 employees and offices all over the world. As Vice President Games & Content within Azerion Jurriaan gets his challenges in coordinating the teams and creative processes to make and acquire top game titles and finding new markets to sell the products.
CEO and Co-Founder of Sweet Baby Inc
Producer at Square Enix Collective
Lauren joined Square Enix Collective in 2019, after spending three years at indie studio Hammerhead.
Her background as part of a dev team means she’s ideally placed to bridge the gap between small teams and publishers, helping them organise every aspect of their projects – from budget management to console submissions.
She’s enthusiastic about indies, and excited to facilitate the growth of their ideas and help them blossom into a successful game.
Managing Director at Triumph Studios
Senior Publishing Manager
Composer and sound designer for games
Tech Sales Lead at Starloop Studios
“He knows a tad about everything!” With one foot in business and the other in production Micah gets the best of both worlds! He loves meeting with clients, hearing their exciting ideas and helping them figure out how to bring those ideas to life by interacting with the development teams. He is a devoted family man, futuristic tech enthusiast, jack of all traits, problem solver and overall team player.
Subject-matter Expert Modeling & Simulation at the Royal Netherlands Navy
CEO at The Smash Universe
Miranda is CEO at The Smash Universe and has worked at Activision. She has a lot of other experience in the game industry, and is skilled in Marketing, PR, Management, E-commerce, Influencer Marketing and Artist Management. She will be talking more about streaming at the INDIGO TALKS.
Founder and director of KeokeN Interactive / Hunchback Music
Paul Deetman is co-founder and managing director of the game developing studio KeokeN Interactive, known for the praised Deliver Us The Moon. He is also the co-founder of music production studio Hunchback Music, which focuses on big campaigns, films and game music. Together with his brother, he is running both companies.
Video game executive and co-founder of Good Shepherd Entertainment
Games Industry Ambassador, Game developer, Public Speaker, Consultant, Tool Developer
CEO of Abstraction Games
Video games have a particular set of essentials that come together to create an experience; from the idea to the storyboard, the technical elements, the engaging visuals, the execution and gameplay, and the right people to make it all happen. I honed my programming skills in the industry for many years but the desire for autonomy and creative freedom led me to establish Abstraction in 2007. We’re gamers making games for our peers, we know how important every detail needs to be. I’m proud to say that Abstraction has become the definitive adaptation studio in the video game industry and is trusted to deliver top-tier IPs across multiple platforms.
Attorney at Van Iersel Luchtman
René is a video game lawyer at Van Iersel Luchtman (VIL). At VIL he has founded and leads the only full-service legal team in the Netherlands which focuses on providing legal advice and (court) representation to video game companies. For his contributions to the Dutch games industry he was awarded the title “Game Changer” at the Game Bakery Awards.
Coordinator Digital Culture at Creative Industries Fund NL
Simone de Droog
Senior researcher, lecturer & project leader at HU Human Experience & Media Design lab
Simone de Droog (Ph.D.) is a senior researcher at Human Experience & Media Design (HEMD), University of Applied Sciences Utrecht. Her expertise is to research and design developmentally appropriate media products and interventions for children.
Product Owner & Producer at Paladin Studios
Video games producer and part of the industry for 11 years and counting. He started his career at Daedalic Entertainment (Germany), working on classic Point and Click adventure games as a game designer. As a producer he mainly focussed on mobile games at Bigpoint (Germany), Spilgames (Netherlands) and since 2019 at Paladin Studios in The Hague. Games he worked on: A New Beginning, Pirate Storm, Valerian: City Of Alpha, My Tamagotchi Forever, Cut The Rope: Remastered.
Principal Franchise Producer at Guerrilla Games
Tim has worked in the gaming industry for more than 15 years with a varied background in product development and production. After previous success at Nintendo, Tim joined Guerrilla’s Franchise and Community team in 2019 as Principal Franchise Producer to maintain and expand the Horizon brand and franchise.
Head of Game department at VAF
Youri is a former journalist and was editor-in-chief at the Dutch Official PlayStation Magazine for 13 years took on editorial positions at PlayStationPure, P Magazine, DVD Extra, TeVe-Blad, and others. He has worked for the TV show Gamepower and was a lead creative for several marketing agencies, where he worked for Netflix, Fox, Warner Bros., Ubisoft, PlayStation, Xbox, and many more. In 2018 he started working at VAF as their first Head of the games department.
Talks Hosts 2021
Senior Content Producer
Arjan Terpstra is a Senior Content Producer at Cook and Becker. He specialises in video game writing and is currently writing a Pac-Man book. He was also a narrative designer for the RTS game: Blaze Revolutions. He is also the author of four video game artbooks: Killzone (game), Vlambeer (studio), Sonic the Hedgehog (icon) and Final Fantasy XV (game). His portfolio can be found at: www.ranja72.com
Aryeh has been active in the industry for over 20 years. In that time he has filled a variety of roles for a large number of games. Aryeh started in journalism and retail, and went on to work in publishing (Mindscape) and development (Guerrilla Games, Gamious). Now he uses his experience and expertise in AAA studios and startups to help others. As Incubation Manager at DGG and Jack of all trades for the Navy. Besides personal projects.
JP van Seventer
JP van Seventer runs Dutch Game Garden and has a management background in game development as well as experience in game design and art. Connecting people is JP’s greatest passion and making the Netherlands a leading game nation is one of his dreams. Helping studio’s in their growth and ambition is one of the ways JP supports this dream.
Founder and owner at Tamalaki
Martine Spaans is founder and owner of F2P mobile publisher Tamalaki. Since the start of her gaming career in 2007 she’s been focused on casual games for a female audience (such as hidden object, match-3 and simulation games). She joined forces with partner company FGL and helps them to acquire idle-, board and puzzle games.
Legacy Portfolio Manager at Paradox Interactive
As the Legacy Portfolio Manager, Juney is responsible for exploring opportunities for the Paradox Interactive portfolio of games no longer in active development. She was formerly the Lead Producer at SOEDESCO Publishing, where she built the publishing pipeline & team for PC & console and supported the worldwide release of 50+ games digitally & at retail for PC and console, while at the same time developing & running the in-house porting team. Prior to that, she obtained an MSc. degree in Game and Media Technology from Utrecht University, alongside organising and running large scale events in the game development industry.
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