Schedule

Plan your time carefully so you don’t miss the opportunity to learn from the best.

Start your immersive story before the official opening

Many of our guests arrive at Brno one day before the conference, or even earlier. It’s a great chance to explore the city and don’t miss an amazing Welcome Party.

19:00
00:00

Humanity's interest in the heavens has been universal and enduring. Humans are driven to explore the unknown, discover new worlds, and push the boundaries of our scientific and technical limits. So join us for an adventure to explore - not only - the universe on our first party of the conference!

Read more >    The event is open to Standard and Premium Pass holders
START: 19:30
LOCATION: Brno Observatory and Planetarium, Kraví hora 522/2, Brno

> Game Access Conference, Day #1


Red Stage

Blue Stage

08:30
Gates opening & Morning coffee
09:30
Immersive Conference Opening
Learn the history and get the inside scoop on making the classic computer games Diablo and Diablo II from the creator, David Brevik.

SOME OF THE GAMES David WORKED ON

It Lurks Below
The Nonomancer
Marvel Heroes
Hellgate: London
Diablo II
Diablo
11:00
Start: 11:00
One day you wake up, and you wonder: What lessons did I learn from working on GOTY, Good games, Failures & Cancelled projects? Should we crunch? How do we boost creativity within teams? Is there a rule to minimising failure? Should I write all those lessons down and make a presentation about it? Am I having a mid-life dev crisis? Probably.

SOME OF THE GAMES Damien WORKED ON

Gwent
The Witcher 3: Wild Hunt
Start: 11:00
This talk is aimed towards people who are enthusiastic about pixel art.
I will talk about how we perceive pixel art, what are the strengths and weaknesses of this medium, and give a quick crash course on how to keep pixel art game projects manageable.

SOME OF THE GAMES Thomas WORKED ON

The Mummy Demastered
Tower 57
Adventure Time
12:00
  Lunch Break
12:30
Start: 12:30
High level Analysis on why some games disappear from the world stage within a year, while others are played even 20 years after and what can We do with that knowledge?

SOME OF THE GAMES Marek-Martin WORKED ON

Smashing Four
Take Cover
13:00
Start: 13:00
Thanks to Jonathan we have a unique opportunity to present you a curated talk made especially for Game Access. Jonathan will go through your questions and work the answers to a presentation.
Add your own question

SOME OF THE GAMES Jonathan WORKED ON

The Witness
Braid
Start: 13:00
Niagara is a new Unreal Engine's visual effect system that comes with a robust toolkit to replace Cascade. It allows the VFX designer to fully control every parameter without the need for c++ programming. It's modular and takes away a lot of limits introduced by the older system. Makes your work fast, clean and reusable. During the talk, I'll introduce Niagara and show how to use its various features to make particle systems behave as you desire.
14:00
Start: 14:00
Unravel was a sweet, charming game about love and the bonds between people. When it was announced at E3 2015, it immediately stood out among all the loud shooters and sports games with its quiet tone, friendly message, and its focus on care and empathy. But for all its apparent sweetness, Unravel was a game designed in protest. It was first created as an angry statement. It was an attempt to lash out against a lot of things - heartlessness and time wasting, broken work processes and dysfunctional publisher relations, even the state of the whole games industry. This talk is an insight into that creative process, the circumstances under which this game was made, and how a lot of anger led to the development of something truly friendly and nice.

SOME OF THE GAMES Martin WORKED ON

Unravel 2
Unravel
Start: 14:00
Join Ari as he recounts the pitfalls, tips and tricks learned during Housemarque's first year of using Unreal Engine 4 for AAA development.
15:00
Start: 15:00
Just like technology and tools, even outsourcing and external development went through a rapid evolution in the past years - from simple creation of assets and ports, to full integration with core development teams and creative input on AAA titles. Coming from one of the largest game production companies in the world, Lukas will give you a rare insight into what is currently possible and what the future trends are.

SOME OF THE GAMES Lukáš WORKED ON

Assassin’s Creed
Final Fantasy
Mafia 2
Dark Souls
Start: 15:00
SimCity BuildIt is a fun game and a huge success. However, designing the game was a very challenging task for the team. How did EA’s tracktwenty studio overcome the obstacles of designing a f2p mobile game from a well-loved IP? The talk discusses how the design process and thinking has changed during the challenging production and while running the live service.

SOME OF THE GAMES Petri WORKED ON

Crazy Penguin Wars
SimCity BuildIt
16:00
  Coffee Break
16:30
Start: 16:30
A case study on how a developer can turn an amazing success into a sound failure and shut down his game, lose his reputation or even his business entirely by ignoring certain risks that are obvious for any successful brewer, inspired by Nassim Taleb's works.
Start: 16:30
How to turn ideas and mechanics into systems and maths formulas.

SOME OF THE GAMES Jan WORKED ON

Smashing Four
From the Void
17:30
Start: 17:30
In this talk we'll address some of the things you can do to develop as a creative, out-of-the-box artist. We'll look at how to tackle visual challenges with a fresh perspective, how to shuffle things up when they get stale, how to face complex challenges at many more. We'll also take a look at the work behind developing some key locations and features from both Assassin's Creed Origins and Assassin's Creed Odyssey and how to bring your vision to life and create amazing worlds for gamers all over the world.

SOME OF THE GAMES Cristian WORKED ON

Assassin's Creed: Odyssey
Assassin's Creed: Origins
Start: 17:30
What is VR and what are it's faces. Some less popular types of VR. How VR affects human being. Some innovations. Market. Possibilities: present and future of VR.
18:30
Start: 18:30
We are glad to announce an amazing opportunity for presenting new projects to the wide audience of Game Access ’19 attendees—Game Access Pitch. The game-industry professionals will choose the 10 best games and the game developers will be able to make their presentations on a large screen and to tell the audience about their new projects (3 minutes for each). The pitches are the maximum attention of the audience and a perfect advertisement. The list of participants will be published very soon.




19:30
00:30

Food, drinks, science, games, cinema, music. We made a fusion of all things fun and sent it 100 years into the future and 100 years back in time. Sounds unbelievable? Come and see it for yourself at the 2nd party of the conference! This time in VIDA! science centre.

Read more >    The event is open to Standard and Premium Pass holders
START: 19:30
LOCATION: VIDA! science center, Křížkovského 554/12, Brno

> Game Access Conference, Day #2


Red Stage

Blue Stage

08:30
Gates opening & Morning coffee
09:30
Start: 09:30
In this talk Gavin will cover how Insomniac Games advanced their Character Art team from making stylized art to highly realistic characters, the changes this brought about, the challenges that were faced, and how it improved the output of the team. Touching on topics such as art direction, process / execution, rendering technology, and how Insomniac created such a large game with a fairly small team.

SOME OF THE GAMES Gavin WORKED ON

Marvel's Spider-Man
Bioshock Infinite
Dragon Age: Origins
Sunset Overdrive
The Bigs 2
F.E.A.R.2: Project Origin
Dead Rising 2
10:30
Start: 10:30
The talk will discuss various strategies and approaches we have tried during the development of Kingdom Come: Deliverance. The development team had to adapt to growing from 13 to 100+ people, creating a Kickstarter campaign, several postponements of the release date, and other challenges. We shall discuss very openly the mistakes we have made and what lessons – if any – can be derived from them.

SOME OF THE GAMES Martin WORKED ON

Kingdom Come: Deliverance
ArmA
Original War
Start: 10:30
Martin will walk you through an overview of the rendering engine used in Mafia III and the latest additions to it. It is an evolution of Mafia II rendering engine with significant improvements and big stress on dynamic changes like time of day, weather and player impact. It’s intended for engineers interested in computer graphics.
11:30
Start: 11:30
Story-driven games rely quite heavily on cinematics to help support the narrative, and Shadow of the Tomb Raider is no exception to this rule. In this talk, David Hubert, Animation and Cinematics Director at Eidos-Montréal, will give you insight into the steps his team has taken to create cutting-edge, immersive and emotional cinematics, as well as how they strived to push the quality of character animation.

SOME OF THE GAMES David WORKED ON

Shadow of the Tomb Raider
Rise of the Tomb Raider
Deus-Ex: Mankind Divided
Start: 11:30
You know, you knew or you will know somebody who suffers from depression. This is because depression is one of the most common mental illnesses. Fortunately we can use games to help with psychological treatment. I would like to talk about when, where and how games and psychological support can meet each other.

SOME OF THE GAMES Aleksandra WORKED ON

Indygo
12:30
  Lunch Break
13:00
Start: 13:00
Creative Europe is an EU programme which provides financial support for game development. What are the conditions and award criteria for financing? What other opportunities Creative Europe offers for game developers?
13:30
Start: 13:30
The way from the idea to the start-up to the successful studio. What leader needs to know, remember and be mindful of.

SOME OF THE GAMES Matias WORKED ON

World of Tanks
Quantum Break
Alan Wake
Max Payne
World of Warships
Start: 13:30
Developing a game for a narrow niche leads to many interesting experiences for the devs. We offer stories about quirky marketing results, know-how from running a long lasting independent studio, as well as some insight into our processes behind creating a new game.

SOME OF THE GAMES Michal WORKED ON

Ski Jump Mania 3
Biathlon Mania
14:30
Start: 14:30
An interactive session getting under the skin of the power that developers have at their fingertips to transform their VO performances. With audience participation the session demonstrates what transforms "What the hell!" to "Hell Yes!"

Intended audience
Anyone who is interested in or invested in producing the best possible voice content: Producers, Animators, Designers, Script Writers, Audio and Localisation.

Takeaway
Clarity regarding the irrefutable correlation between practice and outcome. To help empower those that champion VO performance in making their case and to educate those who want to learn about ideas for best practice.

SOME OF THE GAMES Mark WORKED ON

Game of Thrones
Witcher
Horizon Zero Dawn
Deponia
Start: 14:30
Best Fiends recently hit a milestone $150m lifetime revenue and highlights how original IP can be created in mobile game space that can be expanded to other mediums. In this lecture, Reko delves into the creative side of narrative and character driven world building of Best Fiends and how Seriously got started in their ambitious mission of creating original IP on mobile.

SOME OF THE GAMES Reko WORKED ON

Quantum Break
Alan Wake: American Nightmare
Clumsy Ninja
Best Fiends Forever
Best Fiends
15:30
Start: 15:30
There will be a very special panel discussion about emotions in games featuring some of our speakers! Be sure to book your time for this one, it will be exceptional!
Start: 15:30
This lecture will discuss the PR and marketing for Space Engineers leaving Early Access; it will include the planning and execution of this event, as well as the lessons Keen Software House learned about this process.
16:30
Start: 16:30
The ceremony celebrates all of the dozens indie developers that has presented their games at Indie Showcase, rewarding the very best of them in three categories.



19:00
00:30

All ye kings and queens, knights and nobels. It is by beeree of the Lord that the people of the conference are invited to attend the noble feast of Game Access. The barrels shall be tapped at the Augustinian Abbey on Mendel’s square in the city of Brno.

Read more >    The event is open to Standard and Premium Pass holders
START: 19:00
LOCATION: Augustinian Abbey, Mendlovo nám. 1/4, 603 00, Brno




> Game Access Music, Day #1

18:00
20:30

Original music from Mafia and Mafia 2 played by Brno Philharmonic
Tickets are sold separately!

Read more >    Tickets are sold separately
START: 18:00
LOCATION: BVV, pavilion G2, Výstaviště 405/1, Brno

> Game Access Festival (09:00 - 17:00)


Click for more information (only in czech)




> Game Access Music, Day #2

17:00
20:00

An amazing musical show performed by co-authors of the Witcher 3: Wild Hunt soundtrack
Tickets are sold separately!

Read more >    Tickets are sold separately
START: 18:00
LOCATION: BVV, pavilion G2, Výstaviště 405/1, Brno