Indie Game Slam 独立游戏特辑

poster66CHINA ANIMATION & GAME NETWORK (CAGN) returns next Thursday 27th November for the Indie Game Slam – an evening of inspiring talks by some of Shanghai’s most dynamic independent game developers.

Shanghai’s gamers, animators, storytellers and creative professionals will unite at Arcade to hear stories of entrepreneurism and innovation from fearless indie pioneers out big game hunting.  As always, the event is also a great opportunity to catch up, meet new friends and network with fellow professionals.

  • Arcade, 2/F, 57 Fuxing Xi Lu, near Yongfu Lu
  • Thursday 27th November
  • Doors at 7.30pm.  Presentations start at 8.15pm
  • No need to register
  • Free entry!

Please note: Presentations will be in English

 

Speakers

GP_LogoNew_WhiteJerry Verhoeven & Ben Kerslake (Grinning Pickle)

Super Witch Hunter 

Jerry and Ben lay bare the trials, tribulations and processes involved in their game development journey. Follow the growth of SUPER WITCH HUNTER from jam prototype to fully fledged development, accompanied by a thorough deconstruction of the atomic elements present in a Grinning Pickle title. Ben will then take us on a rapid deep dive into the evolution of the games particular style.

Born of restless frustration with large, sprawling development teams and a healthy addiction to game jams, Grinning Pickle is the embryonic indie development team aiming to bring players hyper-delicious gaming experiences, pickled to perfection.

 

rd_logo-05Anna Grüter (ReignDesign)

From Prototype to Polish: Tips & Tricks for Making Your Own Mobile Game

Anna is the co-founder of ReignDesign, a Shanghai based mobile development agency. The RD team developed several mobile indie games over the last 5 years under the brand ReignGames whose success partly funded their start-up. These games have had over 4 million downloads, were featured in several countries, and ranked top ten in major markets like the USA and China.  Nowadays they are developing all sorts of mobile apps for clients like Porsche, WeightWatchers, BNP Paribas, and create mobile casual games for their partners.

 

coco_logo_w2Wesley Bao (Coconut Island Studio)

Naughty Kitties Postmortem: Making Breakthroughs from Compromises

Wesley will introduce the development process behind Naughty Kitties, the No.1 independently made iOS game in the China App Store and Top 25 ranked in the US and Japan Stores. He’ll reveal how Coconut Island made the transition from casual game developer to mid-core F2P game mainstay and continue to create commercially successful games without compromising on innovation.

Indie game developer, producer and entrepreneur, Wesley is co-founder and CEO of Coconut Island, an independent video game studio formed in 2009. At present they concentrate on producing iPhone and Android games for casual players, aiming to transform game into a more popular and accessible art form.


poster66中国动画游戏行业交流聚会(CAGN)再次归来, 于11月27日为您带来独立游戏活动特辑–对话上海最具创意、最富有激情的独立游戏开发者。

上海的游戏人、动画人、电影人和创意人士将于当晚聚集Arcade,聆听这些无畏艰难险阻的独立游戏先锋人讲述他们的游戏开发历程。和之前的活动一样,活动也会是您会面行业好友、结交新鲜血液的绝佳机会。

  • Arcade, 复兴西路57号2楼,近永福路
  • 11月27日,周四
  • 活动于19:30分开始,第一轮对话开始时间为20:15
  • 无需预约
  • 免费入场!

更多信息欢迎点击www.c-agn.com查看

请注意:环节将以全英文形式呈现

 

 

关于发言人:

GP_LogoNew_WhiteJerry Verhoeven & Ben Kerslake (Grinning Pickle)

Super Witch Hunter《超级女巫猎人》

Jerry和Ben一直利用业余时间坚持着对独立游戏进行新的探索。他们合作开发的《Super Witch Hunter》从最初的游戏原型到成熟完整的开发,对完整游戏的制作流程都有着自己独特的尝试。届时,小本也将会对游戏的独特设计风格和艺术进行详细的阐述。

从创立初期的对困难的无所畏惧,初出茅庐的Grinning Pickle带着游戏制作的的渴望和热爱,致力于为玩家们带来“美味”的游戏体验和沉浸式的完美感受。

 

rd_logo-05Anna Grüter (ReignDesign)

From Prototype to Polish: Tips & Tricks for Making Your Own Mobile Game 《从原型到润色:关于制作属于你自己的手游的秘诀&技巧》

Anna是ReignDesign手游开发代理的联合创始人。其最初的ReginGames开发团队在过去的五年中开发出多款独立游戏并为公司的成立奠定了经济基础。这些游戏产品也在全球范围内进行发行并拥有了超过四百万的下载量,更有几款在主流游戏市场如中国、美国等地区获得了排名前十的好成绩。现在,他们致力于开发更多类型的手游产品,客户包括保时捷、慧俪轻体、BNP Paribas等等。

 

coco_logo_w2Wesley Bao (Coconut Island Studio)

Naughty Kitties Postmortem: Making Breakthroughs from Compromises

《回顾顽皮小猫:在妥协中寻求突破》

Wesley将就《顽皮小猫》这款在中国和日本地区App Store排名位列前25的独立手游作品的开发过程进行介绍。他讲揭露Coconut Island从一个非正式的游戏开发小团队过度到中间核F2P游戏中流砥的过程。该独立游戏工作室创立于2009年,目前,他们专注于制作面向普通玩家的手游产品,旨在将艺术类型进行更进一步的转变。