About Speakers
Amanda MöttönenSustainability Consultant & Partner, U&We
Amanda is sustainability consultant and partner at U&We. Her study background is global studies and human ecology. At U&We, Amanda works with impact analysis, climate assessments and sustainability reporting with focus on reconciling good profitability with social responsibility and environmental considerations.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Ania BulavinaSenior Environment Artist, CD Projekt Red
Ania is a Senior Environment Artist currently working on Polaris — the first instalment of the new Witcher saga being developed by CD PROJEKT RED. She previously worked on Phantom Liberty, the critically acclaimed expansion for Cyberpunk 2077. Ania has been a game developer for 10 years; before coming to CD PROJEKT RED, she worked on Shatterline (Frag Lab, 2022) The Sinking City (Frogwares, 2019), and created environment concept art for Sherlock Holmes: The Devil’s Daughter (Frogwares, 2016)
TALK: Level Art on Fire – Creating Dogtown’s Crash Site in Cyberpunk 2077: Phantom Liberty
Would you like to know how the Space Force One crash site location was created, what challenges the environment artists encountered, and how they managed to blend awesome gameplay, an interesting story, and memorable art? This talk is a breakdown of the artists’ work on one of the most memorable locations in Phantom Liberty. It will highlight the main stages of their work, explain what the main goals and challenges were, and show some behind-the-scenes insight into production at CD PROJEKT RED.
Anna Oporska-SzybiszSenior Level Designer, Bloober Team
With over 8 years of experience, Ania has designed critically acclaimed games that blend innovative mechanics with immersive gameplay. Her deep understanding of player behavior and game systems ensures that every project is both fun and functional. She started her adventure as a Level Designer, creating games such as: Sniper: Ghost Warrior 3 and Sniper: Ghost Warrior 3 The Sabotage. Then she took up the position of Lead Game Designer on the creation of the educational family game "Bee Simulator" and adventure game "The Path of Calydra", where she also served as a co-producer. Currently, she returns to her roots and works for the Bloober Team who is creating "Silent Hill 2 Remake" as a Senior Level Designer.
TALK: The Mystery Of The Remake
Dive deep into the world of creating a new game based on the original one with a case study of a level from the world-famous game "Silent Hill 2 Remake". Whether you are a game developer yourself, want to be one, or simply work with these people in your daily work, this talk will introduce you to our approach of working with such a title and provide key information on important elements for the Remake. Join me on the journey through the mystery of the remake to learn from people who worked on one of the most anticipated games of the year.
Anna ErlandssonCommunity Manager, The Gang
Anna works as a Community Manager for The Gang. She is originally a journalist with a background working with social media as well as freelancing. The last 10 years, she has been working for gaming culture in Sweden and the Nordics, from being the president of Sverok to a project leader for Female Legends and to being the Nordic Community manager for Bethesda. She loves creating communities and is passionate about diversity and inclusion in gaming.
PANEL: Being the Voice Of Reason and Nice Vibes – Being a Community Manager and What To Think About
How does one build a nice environment in a community for gamers and how is it to be the person between the community and developers? How does one handle toxicity and different age groups between gamers and how to keep a good work-life balance?
In this cozy talk, Hanna Fogelberg (Landfall), Anna Erlandsson (The Gang) and Jeremy Fielding (Stunlock Studios) share their experience about being a community manager and how to balance being the friendly voice with saying no.
Anna Högberg JeneliusIndie Game Developer, Valiant Game Studio
With over 13 years of experience in the games industry, primarily as an indie and consultant, Anna has done just about everything related to gamedev. A radical optimist by choice, they're particularly passionate about making the games industry and the games we make more inclusive and sustainable. In addition to this, Anna is one of the organizers of the popular gamedev meetups Link in Bar.
ROUND TABLE: The Transformative Power of Games – Voices and Dialogues for Sustainability
Join us for an interactive session where we invite game developers to come together to brainstorm and share ideas on how to use games as a powerful medium to contribute to environmental sustainability. This session is an opportunity for creators to discuss innovative ways to integrate themes of climate awareness and ecological responsibility into their crafts.
Anna LarssonSustainability Consultant & Partner, U&We
Anna is sustainability consultant and partner at U&We. Her study background is business economics and sustainable development. At U&We, Anna works with impact analysis, sustainability reporting and strategy with focus on sustainability-driven business development.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Anton Johnsson Senior Level Designer, King
Anton Johnsson is a senior level designer at King, currently working on Farm Heroes Saga. He initially studiedgame development with a focus on 2D art at the University of Skövde in Sweden, and eventually found his calling in design. Over the past six years, Anton has honed his expertise, primarily working on casual mobile games, specializing in match-3 puzzle design. Anton is truly passionated about games and the people that make them happen.
TALK: How to Maintain Player Interest Across Thousands of Levels
This session explores the complex art of level design in match-3games, focusing on Farm Heroes Saga. What's the secret behind keeping players engaged after thousands of levels? How do you navigate the possibilities and create an enjoyable experience? and why is it important to understand the pivotal role progression and flow play in match-3 games? Hear more about the key principles behind one the worlds biggest mobile games.
Ash McAllanGame Director of Live Ops for Generation Zero, Avalanche
Ash is an Australian narrative and game designer with a passion for exploring feminism, queerness, and punk through her design work. She has worked with Failbetter, HBO, Star Stable, and is now Game Director for Generation Zero at Avalanche.
PANEL: Player Choice in Game Narrative: A Panel Hosted by Liquid Swords
Player choice can captivate players and transform their game experiences, giving them the power to influence virtual worlds and shape immersive stories. However, a high level of player choice does not necessarily equal a compelling narrative experience.
Every studio, game, and even developer takes a different approach to building a memorable narrative experience. To discuss this labyrinth subject, Liquid Swords has gathered some of the game industry’s top experts to share their experiences and approaches to player choice in game narrative.
Moderator:
Lawrence Narrative Lead at Liquid Swords
Panelists:
Ian Thomas, Narrative Director at The Chinese Room
Ash McAllan, Game Director of Live Ops for Generation Zero at Avalanche Studios Group
Johnnemann Nordhagen, Senior Technical Narrative Designer at Remedy
Kim Belair, CEO at Sweet Baby Inc.
Astrid VahlströmMentee, King & Swedish Game Industry Scholarship
PANEL: The Power of Mentorship
This session is all about mentorship. Listen to mentors and mentees share how mentorship has enriched their career experiences and led to personal growth. The panel consists of mentors and mentees from the King & Swedish Game Industry Scholarship, Valeria Matos and Astrid Vahlström, and Paula Ingvar, who is ambassador for the scholarship, as well as from Jenny Brusk, founder of DONNA and one of the organisers of the CEO mentorship program All In.
Bernice ChaulySenior Writer & Cultural Advisor, Avalanche Studios Group
Bernice Chauly is a writer and cultural advisor on Contraband, currently in development with Avalanche Studios and Xbox. She has worked in the creative industries for over 30 years as artist and author, creating a body of work that has straddled the personal and political. An advocate of education and human rights, she believes in the potential of the games industry in being inclusive to all, and in giving voice to making better games.
KEYNOTE: Sweet Baby Detected: Representation and Innovation in Narrative Development
Sweet Baby Inc. is a narrative development company, tackling everything from scriptwriting and narrative design to creative direction and casting support. But if you've heard of them recently, it's likely because of the ongoing hate campaign focused on SBI's commitment to diverse perspectives and their work in cultural consulting. But what does it really mean to try to support diversity and inclusive storytelling, and how do we practically apply it to game and narrative development-- without falling into the trap of tropes, checklists or boring tokenism? And how does a team weather a storm of online trolls and misinformation while pushing ahead with both their work and values intact? Listen to Sweet Baby Inc. CEO Kim Belair talk about her experiences and methodologies, and get deeper insight into the world of both narrative and authenticity in a conversation with long-time collaborator Bernice Chauly, Senior Writer & Cultural Advisor at Avalanche Studio Group.
Christofer SundbergFounder & Chief Creative Officer, Liquid Swords
A veteran of the video game industry, Christofer Sundberg is the founder and Chief Creative Officer of Liquid Swords, the studio he started in 2020. He spent the previous two decades at Avalanche, which he also co-founded, where he was the brains behind the Just Cause franchise. During his time in the industry, he’s made a name for himself as an outspoken advocate for putting quality and care into games, rather than buzzwords and broken promises. These days, you’ll find Christofer in the Liquid Swords studio creating the team’s first groundbreaking AAA+ action epic. He can’t wait for you to play it.
FIRESIDE: How to Blow up Everything and Be The Last Man Standing
From the Caribbean to the Wastelands, Christofer Sundberg has seen it all. Blowing up expensive stuff, open world exploration, beating big bosses – in business as in game design. Just Cause, Mad Max, Hunter: Call of the Wild, Rage 2… you have played the games. Now meet the man behind them in a fireside with Per Strömbäck.
Clarisse BlondyProducer, Resolution Games
Clarisse, a dynamic Producer at Resolution Games, blends her experience from multiple game platforms with her focus on immersive experiences, where she has worked on Home Sports. With a game design background, she strives to connect with players and empower teams.
TALK: Building a Mixed Reality Party Game, Home Sports
Home Sports is an upcoming multiplayer game that can be played only in mixed reality. Hear from Clarisse Blondy and Linnéa Granlund—the game’s producer and the game's tech lead —as they share their extensive experience leading this game from inception to launch. Learn about the game’s design and technical decisions, plus how it utilized features such as boundaryless, multimodal, colocation, shared anchors and avatars to create a super accessible pickup and play party game for everyone.
David FilipeEngineering Manager, Resolution Games
David is a Game Developer and Programmer with a focus on Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Extended Reality (XR).
Passionate about organising and participating in Game Jams, exploring new ways of interaction and bringing games to different audiences.
TALK: Pen & Paper RPG On A Shiny Helmet? – Bringing Demeo To Apple Vision Pro
Leveraging Unity's latest tech stack, we brought Demeo, an immersive tabletop role-playing game from Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and Flatscreen to the Apple Vision Pro Spatial Computing while maintaining cross-platform support and all the characteristics that define Demeo as a social game. What is PolySpatial? What tools to use? The considerations to have between bringing an existing project to Apple Vision Pro versus starting a new one.
Eline SlingerlandVFX Artist, Remedy Entertainment
Eline Slingerland is a VFX artist at Remedy Entertainment working on Alan Wake 2. With over 8 years of experience in the creative industry, she has worked on several titles including Candy Crush Friends, Rebel Riders and Alan Wake 2, most recently leading VFX on the Alan Wake 2 expansions. Her passion lies in creating memorable, otherworldly VFX and working together with other crafts to ensure the best game experience.
PANEL: Atmospherics In Alan Wake 2: An Overlap In Audio, Lighting & VFX
This multiple award-winning singleplayer horror game has an innovative game style that contrasts light and shadow, features musical surprises and gameplay that transcends dimensions. Welcome to this panel where members of the development team will deep dive into the collaboration between Audio, Lighting and VFX of Alan Wake 2.
Elvira BjörkmanMusic Composer & Technical Audio Designer, Two Feathers
Elvira Björkman is one of the feathers (composers) in the multi-award-winning composer duo Two Feathers. She's a Music Composer & Technical Audio/Music Designer, with music works spanning various genres and game tiles, such as League of Legends, Metal: Hellsinger, Vampire: The Masquerade - Justice, Vermintide 2, Aragami, Ravenbound and Angry Birds 2.
With 11+ years of experience in the games industry within everything audio; music composition, sound design, music design, audio direction and audio programming - as well as a game design student alumni and advisory board member of both GDC (Game Developers Conference) and G.A.N.G (Game Audio Network Guild) - she hopes to bring interesting insights about her music works to For Devs.
TALK: How To Onboard Your Music Composer - Unique Applications And Pipelines of Music in Games
This is a look at how best to integrate your composer(s) into your team and demystify their role and everyday work for all to see. What benefits could come from welcoming your composer as a natural part of your pipeline and team milestones? We will examine the ins and outs of the music we made for League of Legends, Aragami 2, and Metal: Hellsinger, from how it was made to steps that were taken for a more seamless integration.
This session is for those who are curious about the behind-the-scenes of game music, who would like inspiration on interactive music and some technical know-how for their own game, and those who would like to see improvements in communication between the island that can be the composer and the rest of game development departments.
Erik SkogAnimator, Landfall/ CEO, No Grace Games
Erik Skog is the CEO and founder of No Grace Games where he makes solo projects. He also sometimes pairs up with other developers for projects like Content Warning and Knightfall: A Daring Journey, he's currently working on HASTE: Broken Worlds and his own solo project.
PANEL: Content Warning: How a game Made In 6 Weeks Has Reached 10M Players
In this session, we speak to the developers behind Content Warning, the game where you film your friends doing scary things to become SpöökTube famous. Content Warning became a topic of discussion when it was released for free on April 1st this year leading to 6.7M steam owners and 1M sales in the first two weeks. In this panel, we sit down with the project's developers to learn more about how they ended up here.
Emelie FullerSoftware Engineer, EA DICE
Emelie Fuller is a Software Engineer at EA DICE working on the Battlefield Franchise. She has previously worked on Battlefield titles such as Battlefield V and Battlefield 2042, but also on non-EA titles such as Metal Hellsinger and Dune Awakening. While her primary focus has been on UI development, Emelie has branched out to cover other technical areas such as gameplay and online development, build pipelines and tools, resulting in her taking on leadership responsibilities over the past year.
TALK: Tetrilemmas of Game Making
Game making, like many other things, is not always black or white. Most decisions we make affect different elements of the game and the team.
Join a Game Designer and a Software Engineer from DICE to learn how we measure things, not in black or white – but not looking in multiple dimensions. This impacts how we set up goals and what “success” looks like from different perspectives.
We want to raise the conversation for people to look at decision making in any creative field as multi-faceted and hopefully take that back to their own teams to drive more interesting discussion about what success looks like to their teams.
Geoffroy CalisSenior Lighting Artist, Remedy Entertainment
Geoffroy Calis is a Senior Lighting Artist at Remedy Entertainment. With over 12 years of experience, he has worked on multiple franchises before Alan Wake II such as Battlefield, The Division, Rainbow Six Siege. He combines his art and technical experience with tools from multiple engines and enjoyed producing educational content for schools and community.
PANEL: Atmospherics In Alan Wake 2: An Overlap In Audio, Lighting & VFX
This multiple award-winning singleplayer horror game has an innovative game style that contrasts light and shadow, features musical surprises and gameplay that transcends dimensions. Welcome to this panel where members of the development team will deep dive into the collaboration between Audio, Lighting and VFX of Alan Wake 2.
Hanna FogelbergHead of Community, Landfall
Hanna Fogelberg is the Head of Community at Landfall Games and has worked on games such as Content Warning, Totally Accurate Battle Simulator, Stick Fight: The Game and ROUNDS to name a few.
PANEL: Being the Voice Of Reason and Nice Vibes – Being a Community Manager and What To Think About
How does one build a nice environment in a community for gamers and how is it to be the person between the community and developers? How does one handle toxicity and different age groups between gamers and how to keep a good work-life balance?
In this cozy talk, Hanna Fogelberg (Landfall), Anna Erlandsson (The Gang) and Jeremy Fielding (Stunlock Studios) share their experience about being a community manager and how to balance being the friendly voice with saying no.
Harry KruegerCreative Director
Starting his career as a coder with an undying passion for game design, Harry's appreciation of timeless gameplay values made him a perfect fit for Housemarque, where he played his part in keeping the Arcade spirit alive for the past 15 years.
During his tenure, Harry played a key part in defining the studio's explosive, neon-infused, bullet-hell inspired creative identity, and worked on award-winning titles such as Outland, Resogun and Nex Machina.
Most notably, Harry recently acted as Game Director for the roguelike shooter Returnal, which took Housemarque's trademark action formula to triumphant new heights and went on to receive widespread critical acclaim and multiple awards (including 4 BAFTAS).
Harry recently departed from Housemarque, and - after a well-deserved break - will be embarking on new adventures which have yet to be revealed.
FIRESIDE: From Coder to Creative Director – Lessons From a 15-year Journey of Making Explosive Action Games
Many developers often ask "How does one become a creative director?". While that question has countless answers, in this intimate fireside chat Harry Krueger will share thoughts from his own 15-journey in the industry: how he grew from being a Gameplay Programmer in smaller games, to directing the critically acclaimed AAA title Returnal, and how these learnings have paved the way for his future endeavors. The discussion will cover many key topics such as the nature of leadership, finding and championing one's own creative voice, identifying and seizing opportunities, and all the learnings and challenges one must endure on their path to achieving their creative goals.
Ian ThomasNarrative Director, The Chinese Room
Ian is a narrative director, designer, coder, and WGGB-nominated writer with over three decades spent crafting story-driven experiences. He’s worked across a wide range of industries, including interactive television, immersive live events, education, film, publishing, and video games. With more than a hundred titles to his name - including popular franchises like LittleBigPlanet and LEGO - Ian has always been fascinated by the intersection of storytelling, interactivity, and technology.
In his spare time, he keeps himself busy with creative projects like writing children’s books about Cthulhu, making genre films and musicals, performing on stage, and developing various forms of interactive fiction - from RPGs about giant rats to critically-acclaimed LARPs.
Ian lives in Stockholm and works as Narrative Director at The Chinese Room in the UK.
PANEL: Player Choice in Game Narrative: A Panel Hosted by Liquid Swords
Player choice can captivate players and transform their game experiences, giving them the power to influence virtual worlds and shape immersive stories. However, a high level of player choice does not necessarily equal a compelling narrative experience.
Every studio, game, and even developer takes a different approach to building a memorable narrative experience. To discuss this labyrinth subject, Liquid Swords has gathered some of the game industry’s top experts to share their experiences and approaches to player choice in game narrative.
Moderator:
Lawrence Narrative Lead at Liquid Swords
Panelists:
Ian Thomas, Narrative Director at The Chinese Room
Ash McAllan, Game Director of Live Ops for Generation Zero at Avalanche Studios Group
Johnnemann Nordhagen, Senior Technical Narrative Designer at Remedy
Kim Belair, CEO at Sweet Baby Inc.
Jenny BruskProject Manager Science Park Skövde & Founder DONNA
Jenny Brusk, Project Manager at Science Park Skövde, founder of DONNA. Her career within the games industry spans over more than 25 years in a variety of roles. She is an advocate for gender equality within games and have developed methods for attracting and retaining female game developers and entrepreneurs through the DONNA initiative and the All in project.
PANEL: The Power of Mentorship
This session is all about mentorship. Listen to mentors and mentees share how mentorship has enriched their career experiences and led to personal growth. The panel consists of mentors and mentees from the King & Swedish Game Industry Scholarship, Valeria Matos and Astrid Vahlström, and Paula Ingvar, who is ambassador for the scholarship, as well as from Jenny Brusk, founder of DONNA and one of the organisers of the CEO mentorship program All In.
Jeremy FieldingCommunity Manager, Stunlock Studios
Jeremy Fielding has worked as a Community Manager in games for 4 years, and currently works at Stunlock Studios on the hit Vampire Survival Action RPG V Rising! Jeremy currently works as the sole CM for Stunlock, but in classic smaller studio fashion he has a little experience in a lot of places around the office from marketing to game writing. Ask him about Tabletop RPGs, but only if you want him to never shut up!
PANEL: Being the Voice Of Reason and Nice Vibes – Being a Community Manager and What To Think About
How does one build a nice environment in a community for gamers and how is it to be the person between the community and developers? How does one handle toxicity and different age groups between gamers and how to keep a good work-life balance?
In this cozy talk, Hanna Fogelberg (Landfall), Anna Erlandsson (The Gang) and Jeremy Fielding (Stunlock Studios) share their experience about being a community manager and how to balance being the friendly voice with saying no.
Johanna Nylander Head of Analytics and Deputy CEO, Swedish Games Industry
Johanna is the Head of Analytics and Deputy CEO of the Swedish Game Industry Association and is based in Malmö.
A Closed Beta Look On the 2024 Swedish Games Industry Report
Get a sneak peek of the upcoming yearly report on the Swedish Games Industry.
Johnnemann NordhagenSenior Technical Narrative Designer, Remedy Entertainment
Johnnemann is a multi-decade veteran of the game industry, who has worked in QA, research and development, programming, narrative design, and creative direction. He has published games such as the Bioshock series, Gone Home, Where the Water Tastes Like Wine and Museum of Mechanics: Lockpicking, among others. He currently works as a Senior Technical Narrative Designer at Remedy Entertainment.
PANEL: Player Choice in Game Narrative: A Panel Hosted by Liquid Swords
Player choice can captivate players and transform their game experiences, giving them the power to influence virtual worlds and shape immersive stories. However, a high level of player choice does not necessarily equal a compelling narrative experience.
Every studio, game, and even developer takes a different approach to building a memorable narrative experience. To discuss this labyrinth subject, Liquid Swords has gathered some of the game industry’s top experts to share their experiences and approaches to player choice in game narrative.
Moderator:
Lawrence Narrative Lead at Liquid Swords
Panelists:
Ian Thomas, Narrative Director at The Chinese Room
Ash McAllan, Game Director of Live Ops for Generation Zero at Avalanche Studios Group
Johnnemann Nordhagen, Senior Technical Narrative Designer at Remedy
Kim Belair, CEO at Sweet Baby Inc.
Kim BelairCEO, Sweet Baby Inc.
Kim Belair is a writer, narrative designer and the CEO of Sweet Baby Inc. – Part of the games industry since 2013, she's written for projects including Assassin's Creed Valhalla, Neo Cab, Sable, Suicide Squad: Kill the Justice League, and many, many more. Beyond her narrative work, Kim is an advocate for representation and inclusion in games, and for generally making things better for workers in an unfair industry.
KEYNOTE: Sweet Baby Detected: Representation and Innovation in Narrative Development
Sweet Baby Inc. is a narrative development company, tackling everything from scriptwriting and narrative design to creative direction and casting support. But if you've heard of them recently, it's likely because of the ongoing hate campaign focused on SBI's commitment to diverse perspectives and their work in cultural consulting. But what does it really mean to try to support diversity and inclusive storytelling, and how do we practically apply it to game and narrative development-- without falling into the trap of tropes, checklists or boring tokenism? And how does a team weather a storm of online trolls and misinformation while pushing ahead with both their work and values intact? Listen to Sweet Baby Inc. CEO Kim Belair talk about her experiences and methodologies, and get deeper insight into the world of both narrative and authenticity in a conversation with long-time collaborator Bernice Chauly, Senior Writer & Cultural Advisor at Avalanche Studio Group.
PANEL: Player Choice in Game Narrative: A Panel Hosted by Liquid Swords
Player choice can captivate players and transform their game experiences, giving them the power to influence virtual worlds and shape immersive stories. However, a high level of player choice does not necessarily equal a compelling narrative experience.
Every studio, game, and even developer takes a different approach to building a memorable narrative experience. To discuss this labyrinth subject, Liquid Swords has gathered some of the game industry’s top experts to share their experiences and approaches to player choice in game narrative.
Moderator:
Lawrence Narrative Lead at Liquid Swords
Panelists:
Ian Thomas, Narrative Director at The Chinese Room
Ash McAllan, Game Director of Live Ops for Generation Zero at Avalanche Studios Group
Johnnemann Nordhagen, Senior Technical Narrative Designer at Remedy
Kim Belair, CEO at Sweet Baby Inc.
Kristian LundquistCEO/Co-Founder, Gro Play
Kristian Lundquist is the co-founder of Gro Play, a studio dedicated to developing edutainment games that promote learning and social awareness. With a teacher's degree from Uppsala University, he combines his passion for education with an extensive background in design and communication gained from working at various agencies. His expertise lies in crafting experiences that inspire both learning and meaningful social impact.
ROUND TABLE: The Transformative Power of Games – Voices and Dialogues for Sustainability
Join us for an interactive session where we invite game developers to come together to brainstorm and share ideas on how to use games as a powerful medium to contribute to environmental sustainability. This session is an opportunity for creators to discuss innovative ways to integrate themes of climate awareness and ecological responsibility into their crafts.
Laurence KennedyNarrative Lead, Liquid Swords
Laurence Kennedy is a narrative designer and game writer who relishes the interplay between mechanics and story. A previous life in award-winning immersive theater and academic research informs their craft. Their narrative work on the blind-accessible game ‘Radio.play’ has been recognized as a finalist for the Ubisoft Indie Series and part of the Eidos Innovation Program. They worked as Narrative Lead at ZOAN, a Helsinki-based interactive media company. They are currently the Narrative Designer at Liquid Swords.
PANEL: Player Choice in Game Narrative: A Panel Hosted by Liquid Swords
Player choice can captivate players and transform their game experiences, giving them the power to influence virtual worlds and shape immersive stories. However, a high level of player choice does not necessarily equal a compelling narrative experience.
Every studio, game, and even developer takes a different approach to building a memorable narrative experience. To discuss this labyrinth subject, Liquid Swords has gathered some of the game industry’s top experts to share their experiences and approaches to player choice in game narrative.
Moderator:
Lawrence Narrative Lead at Liquid Swords
Panelists:
Ian Thomas, Narrative Director at The Chinese Room
Ash McAllan, Game Director of Live Ops for Generation Zero at Avalanche Studios Group
Johnnemann Nordhagen, Senior Technical Narrative Designer at Remedy
Kim Belair, CEO at Sweet Baby Inc.
Linnéa GranlundTech Lead, Resolution Games
Linnéa is a Tech Lead at Resolution Games, contributing to titles like Home Sports, Glimt and Acron: Attack of the Squirrels!. With a Master’s in Media Technology from KTH (Stockholm), she thrives on the creativity, variation, and teamwork that come with crafting experiences that players enjoy.
TALK: Building a Mixed Reality Party Game, Home Sports
Home Sports is an upcoming multiplayer game that can be played only in mixed reality. Hear from Clarisse Blondy and Linnéa Granlund—the game’s producer and the game's tech lead —as they share their extensive experience leading this game from inception to launch. Learn about the game’s design and technical decisions, plus how it utilized features such as boundaryless, multimodal, colocation, shared anchors and avatars to create a super accessible pickup and play party game for everyone.
Lydia AndrewStudio Head of Creative, EA DICE
Lydia Andrew is a Game Audio Director with over 25 years of experience in sound. Starting in location sound recording in 1994, moving into sound post-production for film and television in 1999 and into games in 2002. She has worked for EA UK, Ubisoft and EA Dice across multiple titles and genres, working in all aspects of game audio creation and integration. Originally from the UK, she has worked in France, Canada and now Sweden. Her current role is Studio Audio Director for DICE Stockholm.
TALK: We Are All Game Developers First - Working Outside a Strict Discipline Delineation Model
We are most importantly game developers and players. As developers, we always want to improve the player experience. But how can we work towards a model where your discipline is the area of craft expertise but not the only reason you are in the room?
This session highlights how we can leverage all of our expertise and life experience to work together more seamlessly to get better results.
Led by the Studio Head of Creative at DICE, the idea behind this model of working has grown out of long-time experience in audio, but also from working in depth with almost every other discipline.
Marléne TamlinHead of Sustainability, Swedish Games Industry
Marléne Tamlin is head of Sustainability at Swedish Games Industry. She has an educational background in ecological economics and environmental science and many years of experience working with sustainable development, democracy and culture and societal issues (and playing games). During 2024 Tamlin is managing a project and writing a report on games and climate.
ROUND TABLE: The Transformative Power of Games – Voices and Dialogues for Sustainability
Join us for an interactive session where we invite game developers to come together to brainstorm and share ideas on how to use games as a powerful medium to contribute to environmental sustainability. This session is an opportunity for creators to discuss innovative ways to integrate themes of climate awareness and ecological responsibility into their crafts.
Mikael Linderholm Technical Art Director, Embark Studios
A Technical Art Director with a passion for great games and clever solutions for complex challenges Mikael has spent 15 and some years in the Stockholm games industry. Working on various games but mostly shooters he is now helping the teams at Embark building great workflows as well as getting his hands dirty contributing to building and designing in game systems for THE FINALS. Originally mainly focused on visuals and performance optimizations but doing a lot more code and gameplay the last few years.
TALK: Art Directing Mayhem
Developing THE FINALS not only included building a destruction system in Unreal Engine that can cover everything from small props to large buildings, we also needed it to look good.
We use various approaches to create debris, broken surfaces, soot and smoke to create visual interest and persistent changes in our environments.
Here we look at some of the challenges we encountered and solutions we implemented, what worked well, and what we learned from things that didn't.
Mike HazasPhD in Mobile Computing, Uppsala University
Mike Hazas has a PhD in Mobile Computing from the University of Cambridge is a professor of human-Computer interaction at the Department of Information Technology at Uppsala University and leads the Digital Ecologies Lab at the same insitution. Mike´s research is concerned with everyday practices and digital technologies, and how they can be related to sustainability (energy demand and carbon emissions). Much of his recent work has focused on the proliferation of online services (streaming, social networking, gaming); and their invisible impacts due to the Internet and data centres. Mike has also spent significant time researching thermal comfort; and digital automation.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Nils LindSenior Setup Technician, Sharkmob
Nils Lind is a 41 year old Skåne lad. He has, before entering the game industry 11 years ago, been a carpenter, illustrator and stand-up comedian. After a time at Massive he moved over to Sharkmob to do lighting and environment art. These days he runs the Sharkmob Workshop.
TALK: The Sharkmob Workshop, Digital To Physical and Back Again
It started as a solution to a huge 3D printer not being delivered assembled. And turned into a prototyping space for Mocap and Photogrammetry, part of an interface between the games and the real world. A day can be anything from altering a mocap suit to modeling a custom rig for holding the polarizing filters on a camera. Or manufacturing a full-size exosuit. Or making muppet versions of the founders for the Christmas party. Or… pretty much anything you can think of. Nils Lind, Senior Set Up Technician at Sharkmob talks about his odd but happy little workshop.
Ossian NordgrenPhD Student in Human-Computer Interaction, Uppsala University
Ossian Nordgren is a PhD Student in Human-Computer Interaction at the department of information technology, Uppsala University. He has a master’s degree in social anthropology from Stockholm University. Ossian’s research focuses on the relationship between the digital, social, and ecological, with particular attention to the Swedish games industry context. Previously he has studied the future imaginaries of Vietnamese Blockchain Professionals and the interrelationship between play and labor as experienced by Swedish Twtich.tv Streamers.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Raunaq Singh SokhiGame Designer, EA DICE
Raunaq Singh Sokhi works as Game Designer and Product Owner, specializing in Game Modes on Battlefield 2042. Other titles he has worked on include theHunter: Call of the Wild, Trials Frontier, CastleVille, and Go Home!. Through his career, Raunaq has had a hand in Systems, Quest Design, Level Design, and Creature and Character Mechanics. Today, he takes on design leadership, mentorship, and educational collaborations as his next projects, while maintaining focus on Game Mode Design.
TALK: Tetrilemmas of Game Making
Game making, like many other things, is not always black or white. Most decisions we make affect different elements of the game and the team.
Join a Game Designer and a Software Engineer from DICE to learn how we measure things, not in black or white – but not looking in multiple dimensions. This impacts how we set up goals and what “success” looks like from different perspectives.
We want to raise the conversation for people to look at decision making in any creative field as multi-faceted and hopefully take that back to their own teams to drive more interesting discussion about what success looks like to their teams.
Richard LapingtonAudio Director, Remedy Entertainment
Richard Lapington is the Audio Director at Remedy Entertainment with over 20 years in game audio. Key projects include the award winning "Alan Wake II" and "Quantum Break." His passion lies in creating immersive audio experiences and leading teams to innovate in the evolving landscape of AAA game development.
PANEL: Atmospherics In Alan Wake 2: An Overlap In Audio, Lighting & VFX
This multiple award-winning singleplayer horror game has an innovative game style that contrasts light and shadow, features musical surprises and gameplay that transcends dimensions. Welcome to this panel where members of the development team will deep dive into the collaboration between Audio, Lighting and VFX of Alan Wake 2.
Sara PonnertDEI & Sustainability Manager, Avalanche Studios Group
Sara is the manager of making people at Avalanche feel included, valued and that they belong - and that the studio, as a company, makes the most climate friendly choices they can.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Sebastian SchlyterExecutive Producer for Cities: Skylines II, Paradox Interactive
The passion for gaming, quality, and the drive to always find more efficient ways to approach things led Sebastian on a 13 year journey in the game industry, working on AAA and AA titles as QA, Release Manager and Producer, at DICE and Paradox Interactive. Other than playing and working with games Sebastian also appreciates, and will never say no, to an extreme adventure.
ROUND TABLE: The Transformative Power of Games – Voices and Dialogues for Sustainability
Join us for an interactive session where we invite game developers to come together to brainstorm and share ideas on how to use games as a powerful medium to contribute to environmental sustainability. This session is an opportunity for creators to discuss innovative ways to integrate themes of climate awareness and ecological responsibility into their crafts.
Paula IngvarGeneral Manager Candy Crush Saga, King
Paula Ingvar is the General Manager for Candy Crush Saga at King. As a member of King’s leadership team, Paula champions player experience and coaches her teams to deliver exciting and innovative gameplay.
Paula has been at King since 2015, first joining as a Business Performance Manager. Paula soon progressed into further senior roles in Finance, Game Operations and prior to her current role, she was the product team lead for Candy Crush Soda Saga. Before joining King, Paula worked in Marketing at Ericsson and in management consultancy.
With nearly a decade of experience in the gaming industry, Paula is known for her ability to inspire her team and capitalise on new opportunities. She is also passionate about mentoring and supporting the professional growth of her colleagues, helping them achieve their full potential.
Paula enjoys immersing herself in King’s craft community culture, and one of her career highlights includes running a Level Design Workshop at King’s all-staff conference.
PANEL: The Power of Mentorship
This session is all about mentorship. Listen to mentors and mentees share how mentorship has enriched their career experiences and led to personal growth. The panel consists of mentors and mentees from the King & Swedish Game Industry Scholarship, Valeria Matos and Astrid Vahlström, and Paula Ingvar, who is ambassador for the scholarship, as well as from Jenny Brusk, founder of DONNA and one of the organisers of the CEO mentorship program All In.
Per ForsResearcher, Division of Industrial Engineering and Management at Uppsala University
Per Fors have a doctorate degree in industrial engineering and management at the Department of Civil and Industrial Engineering, Uppsala University. Currently he is a Teacher and researcher at the Division of Industrial Engineering and Management. His research is focusing on issues related to ICT, ethics and sustainability, and he teaches engineering ethics, ethics of technology, research ethics, sustainability management and more. Per was chair of IFIP TC9 Working Group 9 on ICT and Sustainable Development.
TALK: The Game Industry's Impact on Climate Change – Footprints and Tools
This session is divided into three parts and focuses on the games industry's impact on climate change and how companies can reduce their carbon footprint.
We will introduce a new tool that helps studios easily calculate their emissions. We’ll also listen to voices from studios with experiences in implementing greener policies, offering practical advice and inspiration for others to start making sustainable changes.
Join us to learn how the industry can work towards a more sustainable future!
Play, Create, Calculate – the Why and How of tracking and reducing your climate impact
Sustainability consultants from U&We present the newly released toolbox for calculating and reducing greenhouse gas emissions from game development, as part of the Vinnova funded project, Sustainability in new digital industries (Susindi). They will talk about why tracking your carbon footprint is important, and how you can do it with different levels of ambition and resources. Understanding the emissions of your own organization and in the value chain leads to the next part: identifying actionable steps to reduce your carbon footprint.
But, what can you do then?
A studio's journey of taking small steps for a more climate friendly business - because small are better than none.
Reducing the environmental footprints in games
The increasing resource demands of high-fidelity graphics and prolonged gaming time pose significant environmental challenges. Game developers are in a unique position to mitigate these impacts by adopting sustainability-oriented design strategies.This talk will explore key approaches to reduce gaming’s environmental footprint, such as decelerating hardware upgrade cycles, reducing local device consumption through energy-saving features, and exploring the potential and risks of cloud gaming. We will also explore the role of machine learning and generative AI and how balancing technological advancements to reduce the environmental and social impacts of games justly will be critical for the industry's future.
Peter ZetterbergHead of Xbox Game Camp
With over 30 years of game industry business and product development experience, Peter currently heads up Xbox Game Camp, a program that empowers people from all walks of life to pursue careers in gaming. In prior roles, Peter founded game studio UDS in Sweden in 1992, and later headed up Codemasters’ (now Electronic Arts) talent acquisition and developer relations from 2004-2007. Peter joined Microsoft in 2007 and spearheaded multiple publishing XBLA and first party console deals in his first 10 years, including securing Minecraft Xbox 360 Edition, which later, in 2014, contributed to Microsoft’s acquisition of Mojang Studios. In 2018 he founded Wanderword, a company that develops interactive tools and solutions for audio experiences and entertainment.
TALK: Triple-A: Atari, Addiction & Acquisitions
This is an exploration of Peter's 30+ year career in the gaming industry, from producing his own games on the Atari home computer and founding a game studio with friends in Norrköping in the 90s, to his current role leading the Xbox Game Camp program, which empowers underrepresented groups worldwide to pursue careers in gaming.
Petter HenrikssonProgrammer, Designer & Co-Founder, Landfall
Petter Henriksson has been developing games since 2012 and has worked on both successful and very unsuccessful projects. He's a co-founder of indie studio Landfall Games and recently did programming and design for Content Warning. He's currently developing HASTE: Broken Worlds.
PANEL: Content Warning: How a game Made In 6 Weeks Has Reached 10M Players
In this session, we speak to the developers behind Content Warning, the game where you film your friends doing scary things to become SpöökTube famous. Content Warning became a topic of discussion when it was released for free on April 1st this year leading to 6.7M steam owners and 1M sales in the first two weeks. In this panel, we sit down with the project's developers to learn more about how they ended up here.
Philip WestreProgrammer & Co-Founder, Landfall
Philip Westre is a programmer and co-founder of Landfall Games, He has worked on games such as Content Warning, Totally Accurate Battle Simulator, Stick Fight: The Game, and Clustertruck to name a few.
PANEL: Content Warning: How a game Made In 6 Weeks Has Reached 10M Players
In this session, we speak to the developers behind Content Warning, the game where you film your friends doing scary things to become SpöökTube famous. Content Warning became a topic of discussion when it was released for free on April 1st this year leading to 6.7M steam owners and 1M sales in the first two weeks. In this panel, we sit down with the project's developers to learn more about how they ended up here.
Shila Vikström Consultant, True Ending
Shila is a games producer, mentor, educator, advisor and vocalist who most recently shipped the critically acclaimed rhythm first person shooter Metal: Hellsinger as its Executive Producer. In 2024 she founded the company, True Ending, providing game production services to studios of all sizes worldwide.
TALK: Make Games With Humanity
Games give us a unique capacity to feel, reason, evoke emotional responses or form relationships. Which is the very definition of humanity — How do we give this back to our developers?
How do we make games while still honoring humanity in the process?
Challenging the status quo of how we make games is key. Making games is hard, and we have defaulted to a mindset where making them no matter the emotional or physical cost is the norm.
For an industry who's products have brought so much joy to so many people, we need to consider how to give it back to our developers, and with that, make games with humanity.
Sigrid GruenerDeputy Director / Programme Director, Dag Hammarskjöld Foundation
Sigrid Gruener is Deputy Director and Programme Director at the Dag Hammarskjöld Foundation with a focus on Peacebuilding and heads the Foundation’s Office in New York. In total Sigrid has over 20 years of experience working as a practitioner, trainer, and researcher in the field of development, peacebuilding, and conflict transformation. Prior to joining the Foundation, she worked with diverse civil society organisations and as an implementing partner to the UN in Iraq, Jordan, Palestine, Timor Leste, Panama, and the U.S. Sigrid holds a Master of International Affairs from Columbia University’s School of International and Public Affairs and a Bachelor of Arts from American University’s School of International Service in Washington D.C.
ROUND TABLE: Playing For Peace: Unlocking the Creative Power of Game Devs to Strengthen Young Peacebuilders
Calling all visionary game developers! Are you ready to harness your creativity and the unparalleled engagement power of games to shape a better world? Join us for the Playing for Peace Idea Incubator, where we'll collaborate to design innovative strategies that use gaming to fund and promote young people to build peace across the world.
In this dynamic session hosted by the Dag Hammarskjold Foundation and the United Nations Global Compact, you'll have the chance to:
- Collaborate with a diverse community of forward-thinking developers and peace advocates.
- Explore how game narratives, character journeys, and in-game mechanics can promote values of peace, empathy, and conflict resolution.
- Be part of groundbreaking ideas that merge your passion for gaming with real-world impact, creating opportunities for global good.
- Walk away with concrete, actionable steps, and potential partnerships to turn your creative visions into reality.
Join us for the Playing for Peace Idea Incubator, where we'll kick off a collaboration to design innovative strategies that use gaming to fund and promote young people to build peace across the world.
Read more about Investing and Partnering with Youth for Peace (IPYP) here >
Valeria MatosSenior UI Designer, King
Valeria is a Senior UI Designer at King, currently working on Candy Crush Soda Saga. She has been leading UI teams in the gaming industry since 2010, focusing on optimizing game navigation flows to create seamless and engaging player experiences.
Before joining King almost 3 years ago, Valeria led the UI team at Playstudios, where she worked with the US and Asia offices on top-grossing titles like POP! Slots and myVegas. Earlier in her career, she created UI for brands like Cartoon Network and Nickelodeon. Originally from Argentina, Valeria has now relocated to Sweden, where she continues to bring her passion for intuitive, inclusive design to every project.
Beyond her work, Valeria is dedicated to empowering women and underrepresented groups in the tech industry, advocating for a more diverse community within gaming and design.
PANEL: The Power of Mentorship
This session is all about mentorship. Listen to mentors and mentees share how mentorship has enriched their career experiences and led to personal growth. The panel consists of mentors and mentees from the King & Swedish Game Industry Scholarship, Valeria Matos and Astrid Vahlström, and Paula Ingvar, who is ambassador for the scholarship, as well as from Jenny Brusk, founder of DONNA and one of the organisers of the CEO mentorship program All In.
Wilhelm NylundCEO, Designer & Programmer, Landfall
Wilhelm Nylund is a designer, programmer, and the CEO of Landfall Games. He has worked on games such as Content Warning, Totally Accurate Battle Simulator, Stick Fight: The Game, and Clustertruck. When he is not making things at Landfall he fiddles with side projects and small game prototypes.
PANEL: Content Warning: How a game Made In 6 Weeks Has Reached 10M Players
In this session, we speak to the developers behind Content Warning, the game where you film your friends doing scary things to become SpöökTube famous. Content Warning became a topic of discussion when it was released for free on April 1st this year leading to 6.7M steam owners and 1M sales in the first two weeks. In this panel, we sit down with the project's developers to learn more about how they ended up here.
Zorro SvärdendahlProgrammer & Tech Art, Landfall
Zorro Svärdendahl is a programmer and tech artist working on Landfall Games projects since 2017. He has worked on games such as Content Warning, Totally Accurate Battle Simulator, Totally Accurate Battlegrounds and Knightfall: A Daring Journey.
PANEL: Content Warning: How a game Made In 6 Weeks Has Reached 10M Players
In this session, we speak to the developers behind Content Warning, the game where you film your friends doing scary things to become SpöökTube famous. Content Warning became a topic of discussion when it was released for free on April 1st this year leading to 6.7M steam owners and 1M sales in the first two weeks. In this panel, we sit down with the project's developers to learn more about how they ended up here.