“The Game UX Summit, which was first hosted by Epic Games in 2016, and then by Ubisoft Toronto in 2017, is the first professional UX event dedicated to the video games industry. It happened for the first time in Europe in april 2018, hosted by the most important French Creative Industries’ cluster Plaine Images in Lille Metropole (France). 165 attendees for the conferences, 30 for the two masterclasses: event was a real success. Thanks to our speakers, sponsors, partners and attendees. See you soon!”
Game Ux Summit Europe '18 has proposed keynotes by
#DARREN SUGG (Epic Games)
and talks by
#THOMAS PFEIFFER (Flare Games)
#JOANNA JAKUBOWSKA (Tag Games)
#LAUREN ANNE MARIE CARTER (Narratio studios)
#IAN HAMILTON (Consultant)
#STEFFIE GARCIA (NaturalMotion)
#MATTHEW TOMKINSON (Ubisoft)
#JOAO PAULO NOGUEIRA & FELIPE CUMARU (Black River Studio)
#PINAR TEMIZ (Guerilla Games)
Videos of the talks will be soon released. More information: firstname.lastname@example.org.
Remote playtesting, analytics and remote concept testing at flaregames
is the first game UX designer and game user researcher at FLAREGAMES, with a background in psychology and eight years of experience in UX design and research in various industries.
is UI Designer/Artist at TAG GAMES. She also worked as a 3D artist, and created motion graphic pieces for clients including the British Council and the Edinburgh International Festival.
Post Mortem of Prison Architect. A journey from console to mobile
Hard work or hardly working. The culture of indie game studios
is founder and game designer at NARRATIO STUDIOS. She's an Oxford English Graduate with a masters in screenwriting from the Vancouver Film School. After training as a pilot with the RAF, she worked in commercial production for 5 years before moving over to games in 2015.
is accessibility advocate and consultant, working with developers, publishers, academia, platforms, middleware & industry bodies to raise the profile and understanding of accessibility.
Looking bright / 2017’s game accessibility advances
Accessibility / Inclusivity
is a Senior UI Artist at NaturalMotion, working on the mobile game Dawn of Titans. She is passionate about creating UX and the processes required to help the whole team develop them.
UX Prototyping: Faster, Cheaper and Better
Lessons learned designing the Onboarding of Ghost Recon Wildlands
is UX Director at UBISOFT PARIS. During his twelve years in the industry, he developed a diverse experience from Just Dance to Ghost Recon. He also teaches Game UX at Isart Digital.
Joao Paulo NOGUEIRA works with games since 2005, from advergames to VR, whether in startups (Fira Soft, Mobjoy) or corporations (Glu Mobile). Felipe CUMARU works with VR Games since 2016, in titles such as Angest, Conflict0:Shattered and Rock&Rails. They work as UI/UX Designers in at BLACK RIVER STUDIOS, the game development studio from SIDIA/Samsung in Manaus, Brazil.
Game UX and VR: What we learned from Angest and Conflict0 Shattered
Giving a Voice to the Machines of 'Horizon Zero Dawn'
Pinar Temiz is a Sound Designer at Guerrilla. She entered the games industry upon graduating in 2012, working as a Junior Sound Designer on Killzone Shadow Fall (2013). For Horizon Zero Dawn (2017) and Horizon Zero Dawn: The Frozen Wilds (2017), she was the primary Sound Designer working on the machine sounds.
User experience (UX) and cognitive science are becoming trendy in the industry, but how can these disciplines concretely help a team develop and improve a video game? UX and cognitive science combined are at the service of the intended design, and can provide very concrete and easy-to-use tips to anticipate and solve problems, sometimes even before the playtesting phase. This short 3-hour masterclass proposes an overview of how the human brain works in terms of perception, attention, and memory (critical elements for UX) as well as an introduction to a UX framework to use cognitive science/psychology knowledge and UX guidelines. The goal of this Masterclass is to introduce participants to the tools that can significantly improve the experience of the game they are developing, as perceived by their target audience. This Masterclass will offer numerous examples, from video games and beyond, to illustrate each point.
Data analysis when it comes to video games is often associated with monetization tricks and Free-to-play Mechanics. Whereas not false, these associations tend to overshadow the fact that data analysis is first and foremost a tool which can also be used to improve the quality of the game experience itself. This short 3-hour masterclass will present concrete examples of data analysis case studies which directly address game experience topics with great success for the overall quality of the product.
THE SCHOOL FOR MOVING IMAGE PROFESSIONALS
The PÔLE 3D Digital & Creative School trains immediately operational content creators and designers; our future animation experts, designing original content.
The school is recognised by the profession and strives to create the right working environment for students to study a comprehensive curriculum, tailored to the demands of business.
Students are trained in the realities of enterprise and join animated film, special effects and video game studios upon completing their studies. Openings also exist in communication and advertising agencies, architect firms and web agencies, where they can fully express their creative, artistic and technical potential.
PÔLE 3D Digital & Creative School joined Lille Catholic University in July 2017. It is an independent organisation of the Multi-Disciplinary University Federation of Lille, sharing the same values and desire to become a world-renowned creative campus.
Known for being the “The Audio Reference” in the Gaming industry, Nahimic is an audio spatialization solution created by French engineering company A-Volute.
Since we believe everyone deserves the best experience, we designed smart and custom-made solutions that offer 3D Sound in real time on all stereo standard devices (PCs, regular headphones, etc.). With our audio and mic effects and our 7.1 virtual surround technology, the listening experience becomes realistic and completely immersive.
PlaytestCloud is the solution for modern and effortless mobile usability and playtesting. Our mission is to build the best usability and playtesting tools for game studios. Today, with usability testing being more important than ever, the existing solutions often can’t keep up with the fast-moving gaming market. We've built PlaytestCloud to fix this. We provide access to gamers from the top mobile gaming markets: US, UK and Canada. From casual gamers to hardcore gamers, we can target any target audience.
Play In Lab helps studios and publishers lacking of time or resources to internalise the key steps ensuring the best possible quality for their games.
We gathered a team of experts in various fields of the video game industry including user research, game design, data analysis, quality assurance and project management.
We are today the only French organization to combine these services in order to offer cross expertise.
Born in 2009 Game IN (Game Industry North) is a non profit trade association : we are collectively supporting business development, training, creativity, innovation for companies, talents and projects in Northern France.Beside gathering the whole local videogame industry and work daily on its influence and standing, we stand as a close expert and representative for our public and private parteners.
Celia Hodent is recognized as a leader in the application of user experience and psychology in video game design and in the development of UX strategy and process in game studios.
She is also the founder and curator of the Game UX Summit, which launched in Durham, NC, in May of 2016, hosted by Epic Games.
Game UX Summit Europe '18
April 4th 2018
9:00 AM - 07:00 PM
Event takes place in Plaine Images (Métropole of LILLE)
Imaginarium, Plaine Images, 99 boulevard Descat 59200 Tourcoing - FRANCE
Getting to Plaine Images from Lille
25 minutes from Lille Center : Metro Line 2, "Alsace" station
Getting to Lille