After last years success, the CGX conference will focus on positive leadership in gaming and technology through three separate tracks. The content will continue to focus on founders of Canadian studios sharing all the things they’ve learned from starting and running a successful company. We will also have two other tracks focusing on some of the most exciting movements in technology, creative, and production in the game and tech industry.
The expo zone will have 100 studios showing off their games and tech! Indie, AAA, VR, leaders in tech, and game engines (and tons of surprises and fun for family)!
Alongside the conference and expo, CGX is planning a Mentor Lounge, Connect Cafe (where you can meet lots of studios that are hiring in Canada), and a gorgeous video game art gallery showing off Canadian game artists!
Our beautiful venue is located 10 minutes from Parliament and next to the VIA Rail train station, and we have partnered with Courtyard by Marriott Ottawa East for accommodations!
We cant wait to see you in our beautiful new space, full of great games and industry leaders!
Hurry up and get the Early Bird tickets while they are available
Last Year's Schedule
Post-Mortem: Keep Talking and Nobody Explodes
From game jam to IGF award winner, Keep Talking and Nobody Explodes has been an adventure in game development. For the first title from a new "studio", working in a new medium to boot, there were plenty of lessons to be learned. Come hear about what went right, what went wrong, and why we should never use any ideas brainstormed after 4pm.BEN KANE, Co-Founder @ Steel Crate Games
10 Tips for Winning at (the Business of) Games
Game development is driven by a passion for creating amazing worlds and compelling gameplay. It is also big business. Sadly, it is not always clear how best to mix that passion for creation with commercial viability. This session will provide 10 tips for winning at the business of games while creating visionary works.JASON DELLA ROCCA, Co-founder @ Execution Labs
Starting a Studio Panel Discussion
A Club that just so Happens to Make Money: A Different Approach to Business
Join Jon as he flows through a stream of consciousness about Karman Interactive and the ups and downs over the past 5 years. From the founder's motivations for quitting their jobs and taking the plunge to start the business, to implementing controversial policies that are frowned on from other organizations, Jon will dive deep into the behind the scenes workings of running a company and the victories and failures that come along with it.JON KEON, Partner @ Karman Interactive
Starting a Career in Games When You Know Literally Nothing
"Easy" success and how to lead by inspiring the best within others.
I started in the industry in 2015, 6 months later I was leading a team of artists and developers whom had decades of experience. Forward another 6 months and I now have my own business. Today, I run my business, teach in the animation program at algonquin and get to present at conferences. A 18 months success story that took me a decade to accomplish.Jason Renaud, CEO @ Trois Pixel
What 10 year olds taught us about our gaming tech startup
During One More Story Games' game engine development (StoryStylus), they hosted intensive week-long courses for youth aged 10-16 to see if the engine designed for adult game writers was simple enough for youth to master.Jean Leggett, CEO @ One More Story Games
Funding Your Studio - From 1 to 100
No Budget? No Problem - Making games from nothing
Learn the secrets of low budget game development, from empowering your fans to do your marketing for you, to managing projects effectively with free tools, to how to save by employing remote team members. Start making more, with less!Xavier Sythe, Producer @ Diamond Age Media
With a mature video game market and essential technologies turned into commodities, does it still make sense for small development companies to staff internally from day one? Through case studies, parallels with the evolution of the cinema and television industries, we will explore the advantages of assembling lean temporary teams from a network of experts for high-risk project exploration before growing internally as an optimization of success. Our industry is ready for the lean startup at every product!Thiéry Adam, CEO @ Trailblazer Games
Portfolio reviews and mentoring
Lessons learned after four years of live iteration and improvement: A Warframe retrospective
In today's landscape of free-to-play it's never been more important to keep growing your game beyond its release with rich, meaningful content updates, but what kind of technical challenges can that introduce? How can you reconcile a cohesive code base with an ever-growing feature set? And how can you effectively stabilise your builds when there's always work in progress? Join me as I present our team's tried and tested approach to continual iteration and improvement within our flagship title, Warframe.Jim Leedham, Programmer @ Digital extremes
How Inter Industry Collaboration Innovates Competition
While barriers to entry are at an all time low, the hurdles to success in the increasingly lucrative games industry continue to grow at a rapid pace. Focusing largely on the challenges of the free-to-play market, explore with Chris Lefebvre (IGDA Victoria President, Indie Prize Judge, Head of Business Development with Tapdaq) the idea that the survival in hyper-competitive markets requires a collaborative perspective on problem solving, and that even red-headed ad salesmen have a soul.Chris Lefebvre, Head of Business Development @ TapDaq
We’re Talking Fun
With Alexa, Google Home, Watson and Microsoft Cognitive Services creating easier ways to talk to computers, the old-school text based game is set to make a comeback as game developers harness the power of artificial intelligence. Recent experiences like Lifeline and Marvel’s Dr Strange AI on Skype begin to show the trend, but what does audio-only gaming look like? Can games be engaging without a screen?Sean MacPhedran, Senior Content Strategist @ SMITH
Forging Honor: Providing a Coherent Vision for a New IP
At E3 2015, Ubisoft revealed 'For Honor', a new IP that offers the opportunity to let your inner knight, viking, or samurai come out to play. The game garnered a huge amount of attention, in part because the message to gamers was so clear (and because SWORDS, of course). How does one provide a team with a vision for something completely new like that? A vision that inspires, yet is flexible enough to allow for change? A vision that will guide everyone working on the project in every department over the years needed to make something like that come to life? Come join the creative director of 'For Honor', Jason VandenBerghe, as he takes you from the games original conception straight through to that big reveal, and shares the techniques that his team applied to maintain that vision across all the phases of development. Let's fight!Jason VandenBerghe, Creative Director @ Ubisoft Montreal
The Magical Web
There was a time when web browsers didn’t support images. Now they’re able to run full 3D games at high framerates and even interact with Virtual Reality headsets. Whoa. If you've been heads down in game development for a while, you may have missed some of the coolest technologies coming out on the web. Here's your chance to catch up.Daniel Beauchamp, Head of VR @ Shopify
Post-mortem of Halcyon 6: from Kickstarter to Launch
Pixelles, Dames Making games, Girl ForceJennie Robinson Faber, ED @ Dames Making Games, Alicia Fortier, Pixelles Volunteer & Game Designer @ Ubisoft
PR Power Panel
Engage Everbody: A Panel on PR & CommunicationsASTRID ROSEMARIN, Community Developer @ Execution Labs, Jim Squires, Freelance PR, Kayla Spagnoli, Marketing and Communications Manager @ Capital Gaming Expo
HR Power Panel
A Brief History of Bitboards: Solving New Problems with Old Concepts
Sometimes looking to the past can yield interesting and useful results in solving modern game development problems. Discover the history of bitboard algorithms, from their early days in Chess AI programming, to their more recent applications in match 3 style puzzle games. Gain an understanding of how bitboard algorithms work and learn how they were applied to Magmic’s match 3 puzzle game, Rubik’s Uncubed.Cristian Potvin, Software Developer @ Youi Labs
Canadian Video Game Awards and 2017 Ottawa games week announcement
Shader Happy Hour
Ever thought "I always wanted to get started with shaders but they're a bit scary"? Or how about "I don't even know what a shader is"? Well you've come to the right place! We go over some shader examples with little to no code, and show how they can be both a fun and easy way to level up your game's visuals.Jason Nuyens, Founder @ Breakfall
Everybody wants to develop their great game idea .. But where do solid ideas come from? and How to make real progress on them?
We’ve all heard or read about Design Thinking, Lean, U-X, Flow or Innovations theories, but making sense of all of that together can be daunting. Taking the point of view of game conception and inspiration from artists, I share my personal notes on how all of this works together and more importantly of how to transform those mindsets into tools to work on your own game ideas.Nicolas Eypert, Director of conception @ Ubisoft
WTF is Mixed Reality?
Interested in experiencing the world of holograms and mixed reality? Microsoft has a vision for the future, and it involves terms and technology straight out of science fiction. In this talk, we will cover some key aspects of developing for mixed reality using a Microsoft HoloLens. We will discuss the considerations of building mixed reality experiences, walk through the workflow and look at how you can get started developing today. So join us and learn how high-definition holograms and mixed reality can bring your ideas to life.Mickey MacDonald, Developer Evangelist @ Microsoft
Embracing Narrative and Player Experiences with User Interfaces
How can UI design enhance the stories our games tell and player immersion? Does bad UI present a hidden cost? What does incorporating accessibility through UI mean to our players' experiences? Using hands-on examples, we'll see how user interfaces can be so much more than critical messages, popups, menus, and mundane vessels for information.Rebecca Cohen Palacios, UI Developer/Artist @ Ubisoft Montreal
Write engines, not games
Always wanted to write your own tech? Or just curious about how it's usually done? In this talk, David will give specific tips and tricks. What modules are needed and how they work, managing your render states, making sure the code stays cross-platform, and how to avoid bloating your framework with third parties. Onut, an open source framework, will be used as a reference.David St Louis, Senior Game Developer @ bitHeads
Applied Physics In Windforge
Take a deep dive into the physics of Windforge. This talk will focus on the physics features in Windforge that went beyond typical usage of the physics system. In particular, it will cover the physics of our grappling hook, air ships, and environment, as well as a number of Box2D modifications to make it all work.Evan Hahn, Co-founder @ Snowed In Studios
Chasing a Feeling: Designing Towards a Specific Feeling
Whether it is for frantic panic, loving compassion or serene calm, successful mobile game developer Shane McCafferty presents on the power and effectiveness of designing rigorously towards that feeling!Shane McCafferty, iOS developer
How to reduce visual discomfort with your VR content and not lose your lunch
VR technology is somewhat ubiquitous these days and we’ve heard plenty of stories about how it’s a bit nauseating. Although the tech is good, it is not perfect. This talk explains a bit of the science behind visual perception and the discrepancies found within current VR technology. Most importantly it will venture to propose how to build experiences to minimize the visual and motion discomfort so users can truly enjoy your creations.Martin Walker, CTO @ Fuel Industries
Inside Tracks: A Talk With Three Game Music ComposersMike Keogh, Composer and Interactive Media Designer, Ray Gould, Sound Designer, Music Composer @ Soundkamera, Liam Sauvé, Game Developer