Program

The Game Summit Sweden sessions takes place in various rooms at Södra Teatern: Stora Scen, Kristallen, Champagnebaren, and ETB. The hybrid conference, Sustainability Nexus, is parallel to Game Summit Sweden. Learn more about climate, green solutions, and best practices from the live-streamed sessions. See Sustainability Nexus program here >

09:00

Registration

Get your badge, grab some breakfast and find a seat. 

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Södra Teatern
10:00

Game Summit Sweden Opening

Welcome to Game Summit Sweden. 

What's Your Story? 

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Stora Scen
Head of Secretariat, Swedish Games Industry
Head of Sustainability & EU-affairs, Swedish Games Industry
Project Coordinator, Right By Me
10:15

Games in Sweden – The Numbers, The Truth And The Future

Why Sweden? Deep dive into the Swedish games industry and the drivers of growth. Swedish Games Industry head of analytics Johanna Nylander shares the new numbers from Game Developer Index-report and gives insights to what makes Sweden sooo special.

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Stora Scen
Head of Analytics and Deputy CEO, Swedish Games Industry
10:30

Midjiwan's Game Design Principles – Six thoughts on game design that I learned from making Polytopia

Award-winning Civ-like Battle of Polytopia champions turn-based strategy and iso-metric maps. First famous on mobile, Polytopia now crosses over to Switch, PC/Mac/Linux and... Teslas. Founder and Designer Felix af Ekenstam shares what he learned the hard way making Polytopia.

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Stora Scen
Founder & Game Designer, Midjiwan
11:00

Games Done Differently – A Conversation with Josef Fares

Small team, big titles – how does Hazelight do it? Making great games with small resources. What is the method? Why in-house mo-cap? Why so many different playstyles in one game? On-couch co-op was considered a hopeless genre, but after A Way Out and It Takes Two those doubts are gone. Per Strömbäck interviews Hazeling founder Josef Fares.

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Stora Scen
Founder, Hazelight
11:45

Lunch!

Kristallen, ETB, Foajén
13:00

Battle Royale Fireside

Brendan "PLAYERUNKNOWN" Greene, often referred to as the father of the battle royale genre, originally designed the game mode as a mod for the ARMA series of games. After first bringing his game mode to the broader public in H1Z1, he went on to create the multi-award-winning game carrying his name, PLAYERUNKNOWN's Battlegrounds (PUBG).

He now leads PLAYERUNKNOWN Productions, an independent applied research & development studio formed to explore how new technologies can enable large-scale digital experiences. Based in Amsterdam, the team of game developers, software engineers and researchers are experimenting with tools like machine learning and data-driven design to build a new engine that will attempt to push the envelope of what is possible with virtual worlds.

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Stora Scen
14:00

Reshaping Battlefield 2042: A Live Service Journey

Unveiling some key moments and takeaways from the exciting journey of Battlefield 2042, from a challenging launch to delivering for our community. Join us as we explore how a dedicated team listened to their players, discovered their identity in Live Service, and transformed a struggling game into a thriving product. Walk away from this talk with a clearer idea of the high-level path taken by the game and some examples of successful initiatives and ideas.

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Stora Scen
Live Service Producer, DICE
Sr Lead Product Manager, DICE

Virtual Heisting – PAYDAY 3 game economy design challenges

Sticky factor and real world problems for virtual bank robbers.PAYDAY 3 presented interesting meta game: economy and monetization design challenges from the initial project vision. It is a cooperative multiplayer “Games as a Service” product, with a unique design “twist” that the core player fantasy relates around the repeated engagement in virtual heisting with friends; something which has a direct effect on the game economy. The game economy and engagement therefore presented problems to be solved, in the wake of its long lasting predecessor PAYDAY 2.

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Kristallen
Monetization Manager, Starbreeze Studios

Can Games Save The World? – Workshop on Sustainability in The Games Industry

The planet and our society face a range of alarming societal and environmental issues that are all interconnected. Not surprisingly, in this spirit there is an increasing number of pioneers in the games industry fighting for the protection of the environment, of human beings, of their diversity, their health and equal rights. And while we may not solve any sustainability issues ourselves, we have the power to contribute to making a positive impact.

Sustainability Nexus hybrid conference, based in Cologne and all across Europe, serves as a dynamic meeting point, rallying to address pressing challenges around environmental impact, social issues, inclusion, and diversity. This workshop is the Stockholm based Breakout session, where we will talk about how Swedish game devs and companies can contribute to a more sustainable future.

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Champagnebaren
Head of Sustainability & EU-affairs, Swedish Games Industry

The Happy Genius – Psychology for Developers

Many believe that performance anxiety, stressful competition, procrastination, and self-doubt is the price we have to pay to live our creative dreams. But this narrative has grown old. Today, there are techniques from modern psychology that can make sure the creative process is no longer a roller coaster between euphoria and destructive pressure. With its help we can instead unleash our full artistic potential.

The lecture is based on Pär's newly released book "The Happy Genius - Psychology for the Creative", filled with exercises and advice that lead to real change. Whether you are a creator who sometimes gets stuck or if creation is a secret dream, this lecture provides new thoughts and concrete advice on how you create the courage to live beyond limitations.

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ETB
Founder, Brave Creative
14:30

Am I Actually Designing An Open World Game? – A Three Point Checklist

When trying to learn about open world game design there are plenty of resources on how to design the open world, but what about the game loop and systems? Ash McAllan presents a simple three point checklist to make sure that the gameplay you're designing actually demands and engages with your game's open world.

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Kristallen
Lead Game Designer, Avalanche Studios Group
14:45

Interrupt Unconscious Bias!

Explore practical strategies to recognise, manage, and interrupt unconscious bias in the games industry. Learn how computers make unfair decisions and discover ways to challenge your own biases, fostering better processes and, ultimately, better games. Shape a fairer and more inclusive games landscape.

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ETB
People & Culture, Resolution Games
15:00

The Psychology of Play – The Power of Understanding Your Player

The key to creating engaging, intuitive and meaningful gaming experiences lies simply in understanding your players. Through real-life examples from iconic game franchises, we will explore how to harness the principles of user-centred design to create successful games, using a range of practical techniques from player segmentation to usability testing. This talk will inspire you to think differently about the power of play — and the ways in which we craft it.

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Champagnebaren
Lead UX Designer, The Outsiders

Concept, Prototyping, and Beyond… For an Open World game

A design focused talk about open world game development, primarily focused on pre-production.

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Stora Scen
Senior Designer, Liquid Swords

Through the Gun – Experience Made to (B)last

A celebration of first-person shooters – how to make Through the gun stand out! A dual talk, same question but two very different games! DICE's Battlefield meets Metal: Hellsinger. The FPS icon together with the came-out-of-nowhere hot take heavy metal zombie shooter.

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Kristallen
Game Designer, DICE
Lead Game Designer, The Outsiders
Lead Combat Designer, The Outsiders
16:00

Failing on Roblox

What do you do when you enter a new platform and everything you've learned before is turned up-side down?A talk about how we turned failure into success on Roblox.

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Stora Scen
Co-founder & Head of R&D, The Gang

Old Tech, New Platforms – The Cross-Platform Mastery of an Age-Old Game Engine

Explore the enduring journey of Star Stable, a venerable online MMO game with a history spanning over 12 years. Delving into its transformation into a multi-platform MMO, we'll examine the strategic considerations and technological advancements shaping the game's future. This discussion will focus on the challenges and opportunities associated with the platform transition and the sustainability of a classic in the modern gaming landscape.

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ETB
Technical Director, Star Stable
Senior Technical Producer, Star Stable
Engine Tech Lead, Star Stable

Smart Bots, The Genea Challenge, and more

A dual talk about smart bots, The Genea Challenge and more. 

The road to human-like players in Racket Club. In this session, you'll get to know all about the challenges in creating game-playing bots that look real. The talk will cover many challenges we encountered including engineering, AI and game integration. Talk keywords: Reinforcement Learning, Imitation Learning, Data Engineering, Game Design

Researching the future of interactive entertainment. This talk presents state-of-the-art in interactive entertainment research, from current applications like Voice-to-Face -Creating lip-sync animation, and Swish – natural fabric motion, to upcoming techniques like The Genea Challenge on generating body animations from speech.

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Kristallen
Research Director, Electronic Arts (EA)
Machine Learning Engineer, Resolution Games
17:00

Game Summit Sweden Wrap Up

Stora Scen
17:30

Dinner!

Kägelbanan
20:00

Night of the Devs

The official Swedish game industry party of 2023!

Drinks, nice music, dance, awesome people, and a lot of fun stuff onstage.

Music by DJ Rå and performance by Sirqus Alfon.

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Kägelbanan