Game Scope Conference 2017

The Game Scope Conference is primarily a place for like minded within the industry to connect and to gain new knowledge. We stride to bring new and interesting talks to you that both broadens and heightens your knowledge and competencies within game development. Whether that is within design, coordination, planning, business or similar. The conference is free for all to attend; typically, the subjects discussed and presented are of relevance to developers, professionals within the industry, as well as students from various game-related educations. 

Thursday 17.08

Regular track

10.15 - 11.00 Tips & Tricks til effektiv styring af din virksomhed – jf. økonomi eksperten

  • Talk will be held in Danish.
  • Speaker: Thomas Nic. Nielsen
  • Company: Beierholm Aalborg
  • Title: Partner og statsautoriseret revisor

Bliv skarpere på hvad du særligt skal fokusere på for at holde styr på din virksomhed. Hvor tjener du pengene, hvordan holder du styr på likviditen, hvordan holder du styr på skat & moms mmm. Thomas har i mange år beskæftiget sig med iværksættere, nystartede virksomheder og dém, som er klar til næste skridt. Han er medlem af styregruppen for iværksætternetværket Next Step.


11.15 - 11.45 Denmark in the Games Industry of the World

  • Speaker: Jesper Krogh Kristiansen
  • Company: Interactive Denmark
  • Title: Communication & Community Manager

An introduction to Denmark’s games industry as seen by Interactive Denmark. What are our strengths, challenges and potentials? And where do we go from here? This talk is an introduction to the Danish Games Industry. It’s history, structure, composition and future – as seen from the perspective of non-profit organisation Interactive Denmark. Since it’s inauguration as Computerspilzonen in 2009, Interactive Denmark has been working with the games- and interactive industries in Denmark, to help them grow and be profitable, which has given us a unique insight into the Danish games industry. At the same time, we have also been exploring the international market, allowing us to identify the traits that are unique the Danish games industry – where we are strong, and were we can do better. So, if you want the big lowdown on the Danish games industry in 30 minutes – this is the talk for you.

12:15 - 13:00 Life as a Producer

  • Speakers: Maria Garde
  • Company: Ideas Lab

This talk is the story of a producer who put people before product to ensure the best possible outcome. 
I’ll answer some of the following questions: 
How do you build High Performance Teams?
How do I ensure the product is good enough?
How to do scope and planning when you hate it?


31 years old, and fell in love with games around 10 years old when I got my first Game Boy! 
Since then I’ve loved everything Nintendo spit out, and in high school WoW became quite an obsession of mine. 
LEGO Education
Filmby Aarhus – Ideas Lab

13.15 - 13.45 The Art of Merging Digital and Physical Play Experiences

  • Speaker: Anders Rauff-Nielsen
  • Company: Funday Factory
  • Title: Game designer

In this talk, Anders Rauff-Nielsen will outline the art of merging digital and physical play and game experiences and take a look at the pitfalls, do’s and don’ts. The talk will be based on his own industry experiences – both at Funday Factory and from before joining the studio – and will share insights gained from firsthand experience. Originally a master of philosophy, Anders has worked with Game design, Concept development and Storytelling for more than 10 years across a wide variety of products ranging from Trading card games over AR games, Mobile games and Roleplaying to Toy’s-to-life play experiences.

About speaker:

Anders has been working as a game designer, world builder and fiction writer for more than 10 years – working with a wide range of digital and physical (as well as hybrid) games and play experiences. He is an experienced concept developer and an expert craftsman when it comes to creating fun and innovative play experiences from first idea to final launch – always with his mind set to push the limits for high quality in all aspects of a product.

14.00 - 14.45 Modelling fields and flows in your game

  • Speaker: Alexei Izvalov
  • Company: FGL
  • Title: Developer relations

Talk is based on five own games: about gravity, about snow, about bee swarm, about civilization and about bacteria. It it explained how to achieve a field effect in your game, which controls the particles behavior in a certain way, and how to build the gameplay atop of it. Optimization questions are discussed as well.

About speaker:

Indie game developer since 2010. Released 30 titles which won 15 awards. Helped more than 1500 indies at FGL community to make their games better. Regional coordinator of Global Game Jam in Eastern Europe. Now making Strategilization: civlike turn-based strategy for mobile never seen before.

Friday 18.08

Regular track

10.15 - 11.00 3D Reconstruction for Games - From Real World Images to Photorealistic Models

  • Speaker: Ivan Nikolov
  • Title: PhD Fellow with Computer Vision and Computer Graphics

With the development of computer hardware and software solutions for 3D reconstruction and photogrammetry, the creation of models from real world objects has become accessible to everyone. This talk will focus on demonstrating the possibilities of creating game assets with commercial software for 3D reconstruction using Structure from Motion(SfM). I will try to shine a bit of a light on the different prejudices towards photogrammetry for model creation, as well as the various dos and dont’s.

About speaker:

Ivan is working towards a PhD with elements from robotics, computer vision and computer graphics. His research has a special interest in 3D reconstruction both for industrial application and for multimedia and game applications. His other interests are in AR and VR.

11.15 - 12.00 Marketing indie games with low to no budget

  • Speaker: Stefan Eremia

Lecture will revolve around the idea of community building as an integral part of marketing for indie game developers in the current landscape.
Stefan is proposing a paradigm shift relating to how marketing can and should be done, suggesting a much slower, steadier and cheaper in the long-term, build-up, as opposed to the 1-3 month before release marketing blitz approach that tends to be the norm. Once the presentation is over, if there is any remaining time, he will hold Q&A session till the end of my allotted time.

About speaker:

I’ve consulted on a couple of recent Kickstarter projects and/or helped their overall marketing campaigns by making videos – Posthuman, Honour RPG, Gibbous: A Cthulhu Adventure, Faith RPG, Grimoire: Heralds of the Winged Exemplar, The Underground King – helping one of them get Greenlit a bit quicker than it would’ve otherwise

12.30 - 13:15 Make prototyping great again

  • Speakers: Joey Hannes and Jesper Knudsen
  • Company: KILOO
  • Title: Game Designers

In this talk we will go through and share some of learnings and experiences gathered from prototyping game concepts over the past year. The needs of modern game prototyping is its own animal and more closely follows scientific experiments than traditional models of game development. This talk will go through the methods of experimentation we used to make some of our prototypes great.

About speakers:

Joey Hannes started playing games in the days where you had to navigate DOS to play Wolfenstein 3D. Matured into a “gamer” with StarCraft every weekend with his friends over 56k dial-up internet. Have worked on games since 2007. Earned Master’s degree in game development from the Florida Interactive Entertainment Academy at UCF in 2011. The last job he had ended due to an FBI raid and now currently he works as a Game Designer at Kiloo in Aarhus. I lurk on twitter @ClimbByDesign and keep up to date on LinkedIn.

Jesper Knudsen is medialogy bachelor and InDiMedia master born and raised in Odense, currently living in Aalborg and working in Aarhus. Has a rather disturbing connection to trains. He has previously worked on the DADIU game A Mother’s Inferno, a horror train game. He travels 240 km everyday.. on a train, and is currently working on Subway Surfers, a game where the player tries to avoid (you guessed it) trains. Also has one of the Twitters @TheKnude.

13.30 - 14.15 Designing the Levels and Gameplay in Little Nightmares

  • Speaker: Asger Kristiansen
  • Company: Tarsier Studios A/B
  • Title: Designer

Designing meaningful gameplay for a grotesque setting with a restrictive camera perspective.

About Speaker:

Asger started out as a simple hobbyist ‘developer’, making and sharing levels for the popular LittleBigPlanet series in his spare time. In 2011, he was approached by Swedish game developer, Tarsier Studios, who had noticed his stuff in the LittleBigPlanet community. He joined as a full time Level Designer on the handheld version of the successful Sony franchise – LittleBigPlanet Vita – and has since been designing content for both LittleBigPlanet 2 and LittleBigPlanet 3 as well. Most recently Asger worked as Lead Designer on the atmospheric puzzle-platformer Little Nightmares published by Bandai Namco.

14.45 - 15.45 How to get your app featured and what’s next? Ten Hard lessons learned!

  • Speaker: Cvetan Rusimov
  • Title: COO
  • Comapny: Imperia Online

In 2016 Imperia Online flagship game has been featured on Google Play Store, and it was disaster. They even cancel the featuring on Apple App Store. They weren’t on the level both platforms expected from the team. Cvetan Rusimov, COO of Imperia Online will guide you through the whole process. From how to find the right person in Apple and Google, how to get their attention to what features your game must have! You will see the list of all requirements, how traffic comes and what are the hidden metrics. Join him on stage to learn How your monetization must change during the featuring and why.

About speaker:

Cvetan Rusimov is the COO of Imperia Online, the biggest Bulgarian game studio with more than 11 years on the market, making games on web and mobile. Their flagship title has 40 million registered players. Cvetan is part of the IMGA International Jury and Adviser at global game accelerator Game Founders. He is а games industry professional with 15 years management experience in executive leadership roles and a proven and successful record of accomplishment. From creation and development to localization, marketing and publishing, he was part of every step of the way. Joining Imperia Online, he raised a team of nine to a multi-million dollar company.

16.00 - 17.00 Player of The Games panel: Money & emotion

  • Moderator: Christian Fonnesbech
  • Panelists
    • Klaus Pedersen, Bedtime digital
    • Allan Kirkeby, Erhvervsakademi Dania

    • Jesper Krogh Kristiansen, Interactive Denmark.


Investors – how do we get the money? What do the investors want and what considerations should we take?
The talk will dig into a more holistic approach to engaging investors, looking at how both gameplay, business plans, history and the team itself plays a vital role for any decision making. As a result, the debate aims to establish some guidelines that helps improve your impression on the investor. Regardless of how your product relates itself to the current market, popular platforms and genres.


17.15 - 18.00 Sound: Immersive grip on your player

  • Speaker: Bjørn Jacobsen
  • Title: Sound designer

Sound plays is a complex and important element in the game: it can both create and ruin the immersion of the game if it is a bit out of place. The riight approache to sound design helps to support the other informative elements like graphics and gameplay which lead to increased hours played.

About speaker:

Bjørn Jacobsen was a sound designer of the latest in the series of HITMAN games and has previously made sound for both movies and games including EVE Online, DUST 514 and EVE Valkyrie for CCP Games in Iceland and the World of Darkness RPG the project that unfortunately got discontinued.

Audio track

Limited space and seats available, please sign up for this event


9.00 - 9.55 The Importance of Music for Immersive Game Experiences

  • Speaker : Jesper Kyd via Skype

BAFTA award-winning and MTV VMA nominated composer Jesper Kyd will discuss his creative process and the importance of music in bringing depth to the gaming experience, immersing players in the characters, stories and worlds he writes music for, sharing examples from the Assassin’s Creed series, Borderlands series, Darksiders 2, Hitman series and State of Decay series.

10.00 - 10.50 Composing an Interactive Musical: Lessons Learned from Creating Figment

  • Speaker: Niels Højgaard Sørensen
  • Company: Bed Time Digital
  • Title: Game & Audio Designer /Composer

Game & Audio designer Niels Sørensen will talk about his experiences from creating the audio side of Figment. The talk will give an insight into the practical approaches and tricks used to create the game’s surreal, musical world as well as touch upon the thoughts behind to game’s unique blend of exploration and interactive music/sound.

11.00 - 11:30 STYLE AND TONE

  • Speaker: Birgitte Rode

Sound Identity and Sound Design is both necessary to create tension, action, mood and feelings both for the individual game, but also to create an Identity for Gaming Company´s brand in general.

11:30 - 12:00 Wrap-up and discussion

  • Speaker: Jan Larsen
  • Title: Director of Danish Sound

Talk:  What is the future of game soundtrack design and production? Can new multidisciplinary collaborations from creative sound design to innovative technology, sound cognition, and AI foster better game sound and business opportunities.

Jan Larsen is Professor of Data Science and Complexity at DTU Compute and Director of Danish Sound Innovation Network. His research focus on artificial intelligence and a machine learning with applications in audio, multimedia and other areas.

Game Scope 2016 speakers

The Game Scope Conference 2016 brought a wide range of talks within three set tracks; Business, Developer, and Research, examples below:

Josh Olin
Josh Olin

3D Realms

Intro to publishing

Scott Miller
Scott Miller

3D Realms

How to create a memorable brand

Allan Lønskov
Allan Lønskov

Funday Factory

High-end graphics on low-end devices

Janos Flösser
Janos Flösser


Mette Pødenphant Andersen
Mette Pødenphant Andersen


Level design in HITMAN: guiding players in a non-linear sandbox

Jakob Mikkelsen
Jakob Mikkelsen


Level design in HITMAN: guiding players in a non-linear sandbox