International Conference Devgamm – event from developers and for games developers. For a relatively short history of the existence of the event of this detail, special attention has always been paid to. However, this did not at all prevent the people of all professions from becoming guests Devgamm.
Who just did not come to the event "for developers"! Bearded geeks, shy novice coders, artists and designers, cosplayers, businessmen, PR specialists, ideologists of technical innovations, flocks of schoolchildren and just onlookers. And each of them was interested in games, but in its own way.
Thanks to such a motley public from Devgamm 2017, which passed on May 18-19 in Moscow, it turned out something unique-a miniature model of the Russian Indie-Hamdev in the context of.
Shelter of Devgamm 2017.
Chaos Theory
Compare Devgamm with the same "Gamera" Not entirely correct. The only thing that is related to them: video games are mentioned in the names of both conventions. It’s also wrong to call it “Russian answer E3”; Electronic Entertainment Expo – the event primarily for the press and marketing. And the scale of DG is noticeably more modest.
There is a much more capacious comparison. Once the artist Jerome Bosch painted a picture "Garden of earthly pleasures". On a huge canvas, the master fit dozens, if not hundreds of characters. Each of them seems to do something of their own, but in the aggregate, the heroes make up a single composition. To see it, you do not need to peer too hard – it is enough to step over the first, chaotic, impression.
There is a similarity, do not find?
Despite the huge scatter in the age, profession and interests of the participants of Devgamm 2017, despite the apparent chaos, each contributed to the general action. At the same time, they went about their business, and became small characters of the big picture. But here, unlike the famous canvas, no one was forced by the artist's hand. The atmosphere in itself contributed to openness and friendliness.
All guests constantly talked, constantly exchanged thoughts with each other. And it doesn’t matter who spoke with the developer-a burned code or a pretty young art designer-everyone had to discuss. At one point, a man talked about his game a couple of years smiling from ear to ear for fifteen, and in another is already standing with a notebook and wounds up the advice from the representative of the publisher who approached the stand.
Leshek Schepan , Horizon: zero dawn gameplay
– How do you like the event, Leshek?
Schipan Leschka: __ on Devgamm everything is not the way I'm used to. I have been to other non-workshop conferences, but they were all more … clamped, workers. Even stiff. And here everything is different. Russians are open, energetic and friendly. They do not try to look deliberately professionally, and they do not need it at all.
-Does the Russian indie are in any comparison with Western analogues?
Schipan Leschka: __ Honestly, I'm not sure what to compare at all. Each "regional" tradition is peculiar. I am familiar with the Indie Europeans from several countries, and each of them has some kind of feature. Everyone is interesting in their own way.
Through the thorns to the game of dreams
Openness for dialogue is when they first speak with you at the event, and only then they look at the badge. Just like that. To better understand what kind of conversation in.
It was the discussions of different formats that became one of the main attractions of Devgamm 2017. Representatives of the industry, who are smaller, held small workshops and round tables for deeply interested visitors. Persons more recognizingly collected a full conference room on their reports.
Report of Tony Watkins, Director EA Russia , Sounded in unison with the mood of the conference, as he talked about the constant evolution of the industry. And, as a result, the need for people working in it to develop with their favorite business. In his opinion, the informality and freedom of the industry are determining factors of the profession, but you should not be shy to enter into a dialogue with every convenient possibility.
Watkins also admitted that he does not consider blockbusters EA of the top of the development of the industry. In his opinion, the future behind the market of ideas. “We need to advertise games as entertainment,” says Electronic Arts Director. “In Russia, there are very missing exhibitions oriented to players,” a group of developers echoes him in a smoking room.
And after that, a round table was held on the survival of indie developers in harsh non-row realities. Five cents were inserted on this score such people as Alexey Nichiporkchik, CEO publishers TinyBuild , Evgeny Kisterev from the studio Mandragora ( Skyhill , Freaky Awesome ) and even the notorious Nikolai Dybovsky from Ice-Pick Lodge He looked at the light.
A universal recipe for success in the indie environment was not offered by any of the speakers. The exit with their project is still a roulette game. The developers always loom several opportunities, whether it be a pitch for the publisher or crowdfunding, but it is worth betting only on your own cold head, collecting as much information as possible. The main thing is not to be afraid of samples and errors. Nikolai Dybovsky brought an analogy with a gold fever: not every vein has a lot of gold, but if you continue to try, you will probably stumble upon the deposits.
There is always time and place for work.
Nikolai Dybovsky, head of Ice-Pick Lodge
– On a round table, a whole audience of young developers with burning eyes sat in front of you. After their questions and reactions, you think, is there any hope for Russian indie?
Nikolai Dybovsky: A couple of years ago I would say that no. However, progress has now been outlined. People come to the industry with interest, and this involvement, a certain passion, begins to grow, attract attention. Even large industry players are increasingly interested in the support of independent developers.
-And yet, Russian indie studios live or survive?
Nikolai Dybovsky: "Russian" – the criterion is very complicated. What does Russian mean? By nationality? The same Alexei Nichiporka lived here for half his life, but his company operates abroad. Russian by deployment? Perhaps, but domestic developers are still trying to cooperate with foreign publishers.
Maybe Russian in some cultural code? But it was in games that he has not yet developed. It takes time: there are many decades about the originality of Russian literature, since the style is always formed gradually.
And we are just standing on the threshold of the new time. Then it will be better.
Survival of the most interesting
The issue of experiments and constant self -improvement is an indie in an environment. This can be equally attributed to all games, not only to computer and independent. At a time when technology moves forward with seven -mini steps, and sometimes an skipping, it is the idea that becomes the main value.
Many of the developers presented their games for the first time. As a rule, the teams brought “evidence of the concept” to Devgamm. Prototypes. And they wanted to see the reaction of the public in order to take reviews. Continuing an analogy with paintings: there will never be exhibitions where artists would bring sketches and asked people how to better finish the canvas and where it is worth adding other colors.
Twitch Director John Carnage prefers to give advice to young developers … Extravagant.
And this happens with games. Interactive works of art – interactive exhibitions. This is even poetic.
“Indie developers actually do not have so many chances to constructively communicate with comrades in unfortunately,” Julia Kozhemyako, a conference participant, shares his considerations. -Without events aimed at creating at least some kind of community, they will all be just scattered loners.
– Game jams (thematic competitions in the speed creation of games) help to unite?
Julia Kozhemyako: Yes, of course. Without kanobugamesjam, for example, it would be pretty dull. Without devgamm all the more. If there is no community at all, then its participants will smoothly lose interest in creativity. Either leave or engage in commerce.
– And commerce is bad?
Julia Kozhemyako: For me as a supporter of pure art – yes. There is a very important detail here: some develop the game only in order to sell it, and for nothing else.
– You can't smoke aesthetics.
Naturally. But still insulting.
Probably, it became doubly more offensive after the report of Chris Taylor, the creator of the legendary strategy Total annihilation. For many, it was just to see him a childhood dream: the end of those who wanted to make a selfie and shake their hand, with a smile, in broken English, thanks to a happy childhood, Chris did not have.
Another thing is important. Remembering the experience of the development of Total Annihilation, he made a special emphasis on the degree of freedom that the then chief gave him – none other https://new-vegas-casino.co.uk/ than Ron Gilbert.
“Sometimes he sat down for the game, sat behind her for hours, after which he printed with a dozen sheets of his thoughts in the game and handed me to me,” Chris nostalgies on stage. – I began to relate to these reviews as a list of amendments, but no. Ron simply expressed his thoughts, but to listen or not is only mine. You never need to compromise, pursuing our creative vision, because it is in games that we combine both science and art. ".
Chris Taylor , Creator Total Annihilation and Supreme Commander series
-Can an indie developer now observe a certain balance between science and art? Especially if by science to means the economic side of development, in the context of a strong lack of finance?
Chris Taylor: Undoubtedly. This is mainly the merit of modern development tools and its accessibility. All these engines, software, technology, connection … The world is changing, and now, in theory, anyone can work with exactly the same tools as the largest companies in the market. Ten years ago, it was a significant rarity, but not now. From now on, the indie studios are untied hands.
Looking back at Devgamm 2017, we can confidently say that people are drawn to the industry. A variety of teams with truly unique projects are looking for success and recognition. And in the process of creative searches, they do not go unnoticed: interest in the indie environment is well known to large gaming companies.
For the development of games are the same people as we all. With your dreams, difficulties and adversities. Nowhere is it visible as distinctly as on the model of the domestic indie-gimdev in the context. On this large canvas ..
Where more and more characters will appear every year.
Read our review of games presented on Devgamm
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