AUGUST 23RD DAY TWO
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EA: Player happiness, not revenue, is our number one metric of success EVP of global publishing Laura Miele tells MCV@gamescom how live services have transformed how EA does business
JUST as EA has announced Battlefield 1’s new competitive mode, Incursions, EVP of global publishing Laura Miele has told MCV@gamescom that the publisher’s continued focus on live services has “shifted the entire company.” She said: “There is an obligation that we have to players to keep content fresh and keep the services well rounded. We really feel like we DAY TWO 2017
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earn our players’ time over the period of their game playing cycles. We look at our Net Promoter Score (NPS) monthly for all our games and I would say that has changed our perspective on the success metric. The relationship [between players and EA’s games], their happiness, their NPS score, are our number one primary success metrics for the company now. It’s
no longer revenue. That has evolved how people feel about our games and, ultimately, how they feel about EA.” She continued: “I really see it as a golden era of gaming right now, where players are at the centre of our business strategies, our game design and our execution. Internally at EA, we now measure player sentiment and player engagement over dollars or 03
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unit sales. We really have taken a really significant shift. We had players at our studio helping us to create [Battlefield 1’s new competitive gaming mode] and that’s why I think it’s a golden era for players, because they have such a strong voice in what we are creating.” She further added that under Andrew Wilson’s leadership, EA has changed its “company 04
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pillars” and become “a ‘players first’ company.” “Players are at the centre of everything that we do,” Miele (pictured) said. “To have players’ sentiment and engagement, and to have our teams rewarded for that – instead of units and revenue – has radically changed the way we think about services in games for players.”
This strategy has been incredibly successful with Battlefield 1, which has now reached a community of “over 21m players,” Miele told us. “We launched the game in October and haven’t slept a day since,” she smiled. “We’re seeing the largest engagement the Battlefield franchise has ever seen and we’re not going to stop here.” EA will apply the same successful strategy to its upcoming behemoths Star Wars Battlefront 2 and FIFA 18. “We see our connection to our players as a solid consistent thread that we never want to break,” Miele said. “So from the moment we start telling them about a game to the moment the game comes to the market, and then has been out there for five or six years, we want to keep that thread as constant as possible, through our marketing, through our business strategy, to the game content itself.” She concluded: “We’re taking our engagement and services to a new place which I’m incredibly excited about. We have all that ahead of us and EA has an incredibly long runway still in live services. We’ve enjoyed great success in where we are, but we have so much more we’re going to accomplish. We’re just beginning our journey.” Marie Dealessandri DAY TWO 2017
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Shadow of War is Warner Bros’ biggest marketing campaign ever Shadow of War is shaping up to be one of the biggest titles in Warner Bros’ history, says SVP of international Olivier Wolff NO one can miss the massive Shadow of War poster outside the Koelnmesse, and that’s because the new entry in Warner Bros’ Middle-Earth franchise is the publisher’s biggest ever investment for one title, according to SVP of international Olivier Wolff (pictured). “[Our sales expectations] are massive,” he told MCV@ gamescom. “Top Five or Top Ten massive. We’ve never had such an investment in one game and in a marketing campaign, and we believe that we have the right product in order to seduce a mass audience. We have very high expectations. It’s definitely going to be our game of the year, there is no doubt about that.” He continued: “We had a great start of the year with two big sellers, Lego Worlds and Injustice 2, and both of them were really big successes. “But Shadow is War is going to be even bigger and DAY TWO 2017
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we believe it’s a true Q4 triple-A flagship title.” When asked about whether Warner Bros is worried about the competition during Q4, which, as always, will be buzzing with triple-A releases, Wolff’s answer was straight to the point: “Not at all.” He continued: “Pre-orders are pretty strong. They are above what we had for Batman: Arkham Knight and we are very happy with what we have.” Warner Bros is already planning to support the title
over the long run, too, with Wolff adding: “It’s a title that, for us, is going to last for a long time and we’re going to support it for at least 18 months after launch. “Middle-Earth is a broad franchise with lots of appeal. We think we just scratched the surface in a very nice and successful way with the first game, but we believe Shadow of War can seduce a lot of other players because there is so much innovation in the gameplay.” Marie Dealessandri
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Atlus to publish more games in Europe Senior PR manager Jacob Nahin talks to MCV@gamescom about Atlus’ new publishing strategy for Europe ATLUS is to start publishing more games in Europe, according to Atlus USA’s senior PR manager Jacob Nahin. “Previously, we worked with Koch Media – they’re publishing Yakuza Kiwami, for example – but now we’re going to start to publish more titles ourselves over here,” Nahin told MCV@gamescom. Exact titles have yet to be announced, but Nahin told us that we can expect them to be for the Nintendo 3DS platform. He also said the company’s move into European publishing will help ensure more parity between the special editions of its titles all over the world. “It’s a new experience for us, but it will also allow us to deliver a lot of the special bundles, such as our launch editions, collector and premium editions [in Europe], which in the past haven’t always been the same on this side of the ocean when they come over,” Nahin continued. “An example would be 06
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Yakuza 6. Both the US and Europe will now get those whisky glasses with the frosting on them, and the coasters, and all of that as extras. It provides us with a lot of business opportunities, and a lot of opportunities to better give fans what they’re looking for.” Nahin also said that several Atlus franchises have seen huge growth in Europe over the past year. “It’s been interesting to see the awareness of the Yakuza franchise and the IP as a
whole grow. I feel like Yakuza 0 came out of nowhere for a lot of people, but we’ve seen the fandom and [user] base grow a little bit more with each title. We also published Persona 5 [in the US], which is still selling really well, and it definitely seems people are now more aware of the Persona franchise as well. It’s always had a strong following, but each time it does better. I think it’s a really interesting time for Japanese titles coming to the west.” Katharine Byrne DAY TWO 2017
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Sword Art Online: Fatal Bullet to build on anime’s success in Europe Bandai Namco reveals its latest RPG, which launches on PS4, Xbox One and PC in early 2018 BANDAI NAMCO is returning to the world of Sword Art Online for its next RPG title, the publisher has announced. Revealed last week, Sword Art Online: Fatal Bullet will be taking fans into third-person shooter territory, blending its beloved RPG mechanics with fast-paced gunplay. Launching on PS4, Xbox One and digitally on PC in early 2018, Fatal Bullet sees players taking on the role of several characters from the anime, including series protagonist Kirito. Each character will have two weapons at their disposal, plus four abilities and four gadgets, and they’ll also be able to traverse long distances using a special grapple hook. “The reception’s been really positive, especially with our hardware platforms,” producer Yosuke Futami told MCV@ gamescom. “Sword Art Online sales have been getting better and better. It started with the Asian market, and from the third game, sales have been 08
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better in the EU, so players are now in all territories.” The game will also feature the full Japanese voice-over, with other languages in subtitles, but Futami is hoping that Fatal Bullet’s appeal will extend far beyond its anime fan base. “I’m sure we’ll reach a wider target [audience],” he said. “With this game system, we’re also looking for new players. If you have someone who likes this world setting, the world of Sword Art Online, they won’t have any problem [with this game], but we’re
hoping fans of games from other companies like Persona 5 and Nier: Automata, as well as JRPG fans, we hope they’ll enjoy this game.” Gamescom is the perfect time to announce the title, too, says Futami. “E3 was kind of too far away and the Tokyo Games Show is only for Japanese people, and we wanted to show it to the world, starting with the EU and then the Asian market, then Japanese fans, and then the rest of the world. So the timing was perfect.” Katharine Byrne
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Ubisoft enters ‘early access’ with Anno 1800 engaging community Anno 1800 will provide fans with free playable builds over a year before release, as major publisher follows the early access model WHILE early access has become a key tool for independently-developed titles, it’s rare to see the strategy from a major publisher, beyond the usual late beta tests. Anno 1800, however, the Ubisoft title from developer Blue Byte announced yesterday at gamescom, will enter early access well over a year before release in order to fully engage the community in its development. Ubisoft isn’t charging consumers to get their hands on early builds, either. Instead, it will providing free playable builds over the next 12 months that players can feed back on. The announcement of Anno 1800 comes alongside that of Anno Union, a new community-facing website that will provide a centre point for the community. By launching assets through the site and having developer discussions there as well, the developers hope to concentrate feedback in a single location so they 10
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can better relate with it. The idea for greater community engagement came from the process of releasing DLC for previous title, Anno 2205. There, the team found that community feedback on the feature set of the game was vociferous and, in many cases, divided. With Anno 1800, it wanted to gauge opinion far further out this time around. The new title is the seventh in a series spanning back over nearly 20 years of development. The latest title is based in 1800, and so has themes including the industrial
revolution, imperialism and colonialism. A tricky period to negotiate, then, as a ruler. Nils Ehlert, international product manager at Blue Byte, told MCV@gamescom that they’re aiming to “get our fans into the game early, give them the chance to play the game early, and give them the chance to actually change something. “Otherwise, the game launches a few months after announcement, and maybe some balancing stuff can change but nothing major.” Seth Barton DAY TWO 2017
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BRINGING IT ... to market After a trying Q4 2016, Katharine Byrne asks publishers about the state of today’s console market and how fewer triple-A releases could actually mean better business for the wider industry
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Do you think physical console sales will grow in value in 2017? YES 60% NO 20% ROUGHLY STABLE 20%
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hristmas is usually a time of great prosperity for games publishers. But last year’s ill-fated combo of an overly crowded release schedule and the biggest Black Friday event the UK’s ever seen meant a lot of triple-A titles ended up missing their sales targets. Call of Duty: Infinite Warfare may have been the UK’s second best-selling game of 2016, for instance, but its Week One physical sales were 48.4 per cent down compared to 2015’s Black Ops III. This year, however, the industry seems to have tightened its belt, with many larger publishing houses DAY TWO 2017
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choosing to double down on a few key titles rather than fill the year with new releases. That doesn’t mean the market’s any less healthy, though, as a lighter release schedule has given several small to mid-sized publishers ample opportunity to create new business. “Bigger publishers releasing fewer games means there’s a higher overall demand for games,” Soedesco’s executive manager Hans van Brakel says. “That’s good for everyone.”
Rebellion’s CEO Jason Kingsley echoes this sentiment: “Fewer, better games is better for the consumer, and better for the industry in the long run.” As a result, neither studio has changed its release date strategy this year, with Kingsley emphasising that the studio’s still very much focused on releasing games when they’re ready for the players, rather than when the company needs to hit quarterly targets.
“Fewer, better games is better for the consumer, and better for the industry in the long run.” 13
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Compared to 2016, will you be publishing more console games this year? MORE 80% LESS 0% THE SAME 20%
For other publishers, however, it’s still very much business as usual. “To be very honest, it doesn’t really make a difference,” THQ Nordic’s PR and marketing director Philipp Brock argues. “Fewer releases results in more ‘noise’ for them, so we just have to consider longer periods of buzz. When the developers and our gals and guys are happy with it, we unleash the kraken.” PQube’s product manager Matthew Pellett agrees, pointing
out that publishers with slighter release schedules now have bigger wallets for individual marketing campaigns. “When you also factor in the continued rise of post-launch services and expansions/DLC, some of which are now being treated as full, standalone games, it’s certainly not as simple a case of fewer titles equalling more opportunities,” Pellett notes. “If anything, the marketing warchests of those bigger titles means it can be
“It is all a load of bollocks. There is never a perfect time to release a game.” 14
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hard to break through with smaller campaigns, meaning we need to be nimble and more creative with our strategies to stand out.” For Wired Productions’ managing director Leo Zullo, reaching out to influencers has shown great promise in this regard. “If YouTubers and streamers are engaged, [they] can elevate your title above and beyond. Physical is not dead. Opportunities exist all round us in this industry.” Zullo does admit, though, that scheduling release dates is “getting more and more ridiculous” every year. “Depending which department you talk to, literally every month DAY TWO 2017
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Will you be publishing Switch titles in the next 12 months? YES 90% NO 0% MAYBE 10%
has an issue – you can’t launch at Christmas; can’t launch in January; can’t launch during E3; ‘Big Sequel’ Version 7 is launching – can’t launch on that day. Then you have to synchronise your launches globally and digitally, which isn’t easy. Fridays are traditionally UK retail, Wednesday is Europe, and Tuesday is America, but the game releases digitally on a Tuesday or Wednesday with the format holders. It is all a load of bollocks. There is never a perfect time to release a game.” Another publisher, who wished to remain anonymous, concurs, going as far as saying they now try to avoid releasing in Q4 altogether. “The peak DAY TWO 2017
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sales time towards the end of the year is almost off limits from a PR and marketing perspective as inventory/PR space is taken. Each year, we are moving more away from this peak sales period for this reason.” Maximum has a different story to tell, however, saying an increased appetite for quality games means Q4 can be highly fruitful. “For titles we develop and publish, ideally, we have at least one key release per quarter,” managing director Steve Powell explains. “Consumers have a lot of choice on where to spend their disposable income and we aim to deliver a portfolio of releases throughout the whole year.”
Merge Games’ managing director Luke Keighran speaks of a similar experience: “The huge returns demand by big publishers have led to fringe titles not being supported. As a direct result, we have noticed that more experienced devs are now reaching out to us with even better quality, niche titles. Merge’s digital and global retail distribution solutions means we can handle indie titles on the same sort of scale as big publishers and, as a direct result, we are picking up some great opportunities.” Indeed, the sheer variety of titles has always been one of indie publishing’s key strengths, says Sold Out’s CEO Garry 15
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Williams, and that there are still many consumers who “only exist in the boxed retail market.” What’s more, their lack of experience with games means “seasonal buying from the family is generally done in store,” according to Williams, making the gifting market still a vital part of today’s industry. ONWARDS AND UPWARDS? Despite these challenges, most of the publishers we speak to are confident about the current state of today’s console market, with our anonymous publisher stating that now “has never been a better time to release on the current generation. Even
when you don’t have triple-A titles, you can certainly capitalise on the higher install base and potential audience.” Curve Digital’s chairman Stuart Dinsey agrees: “2017 is already our biggest ever year,” he says. “But we would expect 2018 and beyond to be bigger.” That’s not to say there aren’t still some significant hurdles to overcome, however, as Zullo says digital stores are currently “jam-packed” and that there’s still “a fight to get your game covered in the traditional press,” making it a “battle to stand out.” Keighran also said he expects a slower growth rate than the past two years. “As we
“The UK has its own challenges around Brexit, the rising cost of living, and disposable incomes.” 16
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approach Christmas, the market will become even more competitive and it will be interesting to see who, if anyone, announces price reductions to try and increase their market share,” he says. “Unless one of the console manufacturers announces a sizeable price reduction, we don’t see dominance altering in specific territories.” And those price cuts can’t come soon enough for the UK, says Powell: “The UK has its own challenges around Brexit, rising cost of living and so on, which affects disposable income. Add to this a poor Q4 for many triple-As and I think the outlook for 2017 wasn’t as good as it should have been. If everything was normal in the world, then 2017, on paper, should be a good one. Time will tell.” DAY TWO 2017
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Next-gen publishing with Soedesco Executive manager Hans van Brakel talks about his firm’s upcoming titles and how the demand for 4K is driving growth across the industry
Tell us about your company for those who might not know you. We’re a publisher who focuses on Xbox One X, Playstation 4 Pro, Nintendo Switch and PC. We’re active in both the digital and retail market. What businesses are you looking to work with and what value can you bring to them? A publisher is basically a selective service provider. So the value we bring to developers depends on their needs. We offer services like porting, distribution, publishing and many others. For some, we did all, for others we only did one or two. That’s all fine as long as we think the game’s worth it and the developer thinks we are. What projects do you currently have in the works? We have finally announced Real Farm Sim. Our take on the 18
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farming simulation genre has been in the works for some time, so I’m very happy that we can finally talk about this. We built it from the ground up to meet the expectations set by the Xbox One X and Playstation 4 Pro. For us, it was also very important to make sure that it’s not only a simulation but also a game, with not just a ‘free’ mode, but also a career mode. I think we have done this very well. We also have 8-Bit Armies in the works for consoles. This is a voxel-style RTS created by the makers of the Command & Conquer series. The game commemorates the first Command & Conquer games, but it is also very accessible for new players at the same time. We also created a unique control scheme that makes it easier than ever to play an RTS game like this on a console.
What are you showing at gamescom this year and what are your expectations from the show? We are showing more of Real Farm Sim, of course. We didn’t do the announcement a few weeks before Gamescom to leave it at home. We are also showing more of 8-Bit Armies and the highly anticipated horror game Dollhouse. But we wouldn’t come to gamescom without a few surprises. What wider trends in the industry are helping your business most today? We’re seeing a growing demand for 4K content. At the same time, platform holders are giving us the tools to give gamers this content without the need to change to a whole new platform. The popularity of the Nintendo Switch is also growing the whole industry and that’s good for everyone. DAY TWO 2017
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ITALIANS THAT MAKE DIFFERENCE IN THE WORLD GAMESCOM KOELNMESSE AUGUST 22-24, 2017 HALL 4.1 - STAND A012/A013/B014
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runs, which makes them highly desirable with collectors, SteelBook cases have a weight, precision and quality that is unlike any other packaging. There is no better canvas on which to showcase artwork, and film fans are thrilled when they discover the wonderful, often specially commissioned, designs that are used on SteelBook editions. Not only are the artworks created for SteelBook cases usually the most beautiful of any product released by distributors, but they often incorporate design attributes that only
printing on metal can give. A unique aspect of SteelBook packaging that makes it such an exciting product, is the ability to achieve an almost limitless array of incredible finishes. Three particular techniques that can be used to enhance SteelBook cases are worth highlighting. Our vision is to continue to grow our partnerships in the gift, leisure and media industries. We are excited at the prospect of entering into new markets where our enthusiasm, experience and creativity can create value-added solutions that will delight consumers and increase sales.
DAY TWO 2017
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11/08/2017 09:58
Prif has peripherals covered CEO Alain Jones discusses Prif’s new Xbox licensed range and the company’s recent foray into esports
GAMESCOM is a great opportunity to meet with buyers and peers from across the wider international games industry. The combination of consumer and trade visitors works extremely well and the show is a great platform for launching product at a time when buyers are focused on their peak and early 2018 ranging decisions. Prif will be previewing a number of products from our 2017 range. Most importantly, we’ll be providing more details on our new Xbox licensed products. These include two controllers – one with unique audio controls at the gamer’s fingertips – HDMI cables to showcase the best visual performance of the Xbox One X and two charging solutions, one of which will showcase wireless technology using the Qi standard. This will be the first wireless charging solution licensed for Xbox. 22
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In addition to this exciting range, we will make our first foray into esports. The market for watching and capturing gaming content continues to explode. As it does so, the demographic of viewers and editors starts to change. Prif will launch the Streambox Kit aimed at consumers who have the ambition to create content and their own channels but may be slightly concerned by the price of the technology and the compatibility of key components such as mics and camera. Prif takes away these concerns with
an HD capture box that is bundled with a mic / tripod combination and 1080p camera all for around €200. In addition, Prif has a number of Switch products, offering high quality solutions with excellent margins for trade combined with competitive retail prices. The range includes carry cases, Joy-Con grips, chargers and value starter packs. Prif works with a factory with a good technical understanding of the Switch to avoid some of the pitfalls of lesser products such as trickle charging.
DAY TWO 2017
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Secure digital delivery with Omnyex Business development manager Paul Collins explains how Omnyex can bring its far-reaching knowledge to new partners
Tell us about your company for those who might not know you. We’re a leading independent wholesaler supplying digital games and related products to retailers all over the world. We’re based in Dubai, but our global network of offices let us work with key publishers, online retailers and influential figures from across the industry. Fast, secure delivery is critical to our partners: you pay for a digital product, you expect to receive it with an absolute minimum of fuss. We’re dedicated to meeting this need, offering retailers the smoothest delivery process and competitive prices to keep their buyers happy. What businesses are you looking to work with and what value can you bring to them? We’re interested in retailers looking to bring a huge range of 24
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digital games to their audience with the most reliable delivery and professional service. We stock thousands of current titles, including triple-A pre-release games already in high demand, as well as more independent products. Retailers will benefit from our team’s invaluable knowledge, acquired across decades of combined experience in the field. Companies can apply to work with us via our website – just fill in the simple form, and we’ll be happy to talk! What projects do you currently have in the works? We’re continually working to offer the most streamlined delivery process possible to ensure retailers can give gamers an unparalleled range of choice. This involves working with businesses to understand what we can do to make life better and easier for everyone. We’re
also thrilled to see how far VR has come in the past year, with titles like Resident Evil VII integrating it to great effect. Demand for VR-friendly titles will only increase in the coming months and years. We plan to cater to this hunger for VR as best we can, providing retailers with the best digital games and products based around this evolving technology. What wider trends in the industry are helping your business most today? More and more consumers are discovering the financial benefits of digital media: it’s cheaper to distribute and you can simply re-download it at a later date. This ongoing conversion to digital media is a major help to us. Reduced overheads also enable any developer to bring their creations to market, which helps us deliver a more dynamic and diverse range of games. DAY TWO 2017
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PQUBE.CO.UK
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Who’s where
A guide on where to find everybody at gamescom this year
Vorläufiger Hallenplan • Preliminary hall plan
entertainment area · entertainment area fanshop arena family & friends business area · business area Freigelände/Eventgelände · outdoor area/event area
COMPANY
HALL / LEVEL / BOOTH
Electronic Arts GmbH
1
1
A001
Abysse Corp
2
1
D021a
Acronis Germany GmbH
2
1
ad2games GmbH
2
AdColony
2
ADIA Entertainment Ltd.
COMPANY
HALL / LEVEL / BOOTH
Bundesagentur für Arbeit
2
1
Cardpay PSP Ltd.
2
1
D012
A012
Carl Zeiss AG - Multimedia Devices
2
1
C020
1
E013
CC Media House - Akalink Elektronik Tic. ve Bilisim Hiz. Ltd. Sti.
2
1
D011
1
A011
CCP hf
2
1
A012
2
1
A019
CDP Sp. z o. o.
2
1
E031
Adyen GmbH
2
1
D020
Click Entertainment Ltd.
2
1
B018
ak tronic Software & Services GmbH
2
1
C014
Creative Distribution Ltd / Reef Entertainment Ltd.
2
1
E014
AMS Neue Medien GmbH
2
1
A012
E-concept
2
1
A013
Aptoide SA
2
1
C033
E-home Entertainment Development Company Ltd.
2
1
A009
astragon Entertainment GmbH
2
1
A022
ESET Deutschland GmbH
2
1
A012
Avanquest Deutschland GmbH
2
1
C017
Events for Games
2
1
C028
Beta Service GmbH
2
1
D023
EZ Games / EZ Cards Distribution
2
1
B015
Bigben Interactive S.A.
2
1
A012
flaregames GmbH
2
1
A021
Bigmoon Entertainment, Ltd.
2
1
E030
Funcom Oslo AS
2
1
C024
Bigpoint GmbH
2
1
C016
Game Insight, UAB
2
1
D021a
Blade S.A.S.
2
1
A016
Gameforge AG
2
1
A012
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COMPANY
HALL / LEVEL / BOOTH
COMPANY
HALL / LEVEL / BOOTH
Gamera Interactive SRL
2
1
B017
Rubber Road Ltd, Numskull
2
1
A010
Gaming Series S.L.
2
1
D022
Splash Damage
2
1
B022
Genesis
2 1 E022
Trust International BV
2
1
A012
Gerolsteiner Brunnen GmbH & Co. KG
2
1
C026
Turtle Beach UK
2
1
A012
GL Entertainment Distributions Limited
2
1
C018
Ultrahaptics Ltd.
2
1
D025b
Guangzhou Walkera Technology Incorporated Company
2
1
D025a
Unity Technologies ApS
2
1
A020
Heaven Media
2
1
E016
UnityAds
2 1 A020
HIPAY
2 1 C022a
Virtuos Ltd.
2
1
B020a
HORI (U.K.) Ltd.
2
1
B022
Yandex.Money, NBCO LLC
2
1
C031
ImagiNation S.C. Lukasz Kubiak, Bartosz Moskala
2
1
E028
Zhejiang Zhongnan Animation Co., Ltd.
2
1
B019
I-Mobile Co., Ltd.
2
1
E033
1C Publishing EU s.r.o.
2
2
B042
ironSource
2 1 E020
4U2PLAY GmbH
2
2
B018
Kalypso Media Group GmbH
2
1
D013
Acapture
2 2 B029
Keywords International
2
1
C022a
Adcash OÜ
2
2
B017
Link Distribution (UK) Ltd.
2
1
C011
adspree media gmbh
2
2
C031
Logitech GmbH
2
1
A012
Alliance Digital Media
2
2
A035b
Marketpoint GmbH
2
1
C013
Amazon Web Services Germany GmbH
2
2
B039
MIH PAYU BV
2
1
C032
AOC International (Europe) BV
2
2
C050
Mobvista International Technology Limited
2
1
C024a
BIOWORLD Europe BV
2
2
A021
CALIBURNUS LIMITED
2
2
C031
Capcom Entertainment Germany GmbH
2
2
C031
CLD Distribution
2
2
A032
Computec Media GmbH
2
2
D034
Cooler Master Europe BV
2
2
C031
Corsair Hong Kong Limited
2
2
C050
Cosmocover SARL
2
2
C022
Cowana GmbH
2
2
C031
Creative Labs (Europe) Ltd.
2
2
C050
CyberLink Europe BV
2
2
D047
DCMN GmbH
2
2
C042a
Digamore Entertainment GmbH
2
2
C031
DXRacer Distribution Europe
2
2
C050
ECommPay
2 2 B043
MOGI GROUP HALL 2.1 BOOTH NO. E025 MoGi Group, your expert partners in localisation, player support, community management, and quality assurance with over 500 gaming clients globally. Helping your games reach the global market with passion and experience. Find out how MoGi can bring your game to its fullest potential.
Elm Europe BV
2
2
D033
My.com B.V.
2
1
E019
Enarxis Dynamic Media Ltd.
2
2
D015
NBG EDV Handels- und Verlags GmbH
2
1
A012
Epic Games International
2
2
A034
Nero AG
2
1
A012
Forever Entertainment SA
2
2
B029a
Nordic Game Supply GmbH
2
1
A12
Freaks 4U Gaming GmbH
2
2
C050
Oasis Games Limited
2
1
A018
Frontier Development PLC
2
2
C031
GAIJIN NETWORK Ltd.
2
2
B035
G-CORE Labs SA
2
2
C050
GIANTS Software Entertainment GmbH
2
2
C031
Girisim Gelisim ve Teknolojileri Dernegi
2
2
C024
Global Collect Services B.V. (dba Ingenico ePayments)
2
2
D024
Goodbye Kansas Entertainment Group
2
2
D031
International Business Media Pte., Ltd.
2
2
C050
Kingston Technology Europe Co LLP
2
2
C050
Kinguin Limited
2
2
C050
Koelnmesse, Inc.
2
2
B035
Koelnmesse, Inc.
2
2
A033
Koelnmesse, Inc.
2
2
A035
Kount Inc.
2
2
C040
Leogaming
2 2 D017
Level Up! Interactive Ltd.
OMNYEX HALL 2.1 BOOTH NO. B016 Omnyex is a leading independent wholesaler supplying digital video games and related products to retailers all over the world. Its expanding team benefits from more than 40 years of combined experience in the online, retail and distribution sector – equipping it with invaluable insight.
2
2
C050
OneSky Inc. Limited
2
1
D032
LifeXpress/ Medion AG
2
2
C028a
ORB Gaming
2
1
D034
Madcow Entertainment SARL
2
2
D035
Plantronics BV
2
1
A012
medialounge GmbH
2
2
C031
QIWI Bank JSC
2
1
E026
medialounge GmbH
2
2
C019
RAM ROM GAMES, S.L.
2
1
D030d
NVIDIA GmbH
2
2
C031
Roccat GmbH
2
1
D014
Overwolf, Ltd.
2
2
C050
Rock Pocket Games
2
1
D030d
Payguru Trend Ödeme Kurulusu A.S.
2
2
D016
28
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14/08/2017 11:09
COMPANY
HALL / LEVEL / BOOTH
COMPANY
HALL / LEVEL / BOOTH
Paymentwall, Inc.
2
2
A040
Webedia Gaming GmbH
2
2
C031
Paysafe EOOD
2
2
B031
Werkmeister & Company GmbH
2
2
C031
Polyarc, Inc.
2
2
C048
Whyttest SRL (Limited)
2
2
D041
SevenOne Media
2
2
C031
Wirecard Technologies GmbH
2
2
B045
PT Unimaksima Lentera Nusantara
2
2
D051
Xsolla Inc.
2
2
A033
RAD Game Tools Inc.
2
2
C044
ZeniMax Benelux BV
2
2
C019
Razer (Europe) GmbH
2
2
C050
ZeniMax Europe Ltd.
2
2
C019
Roberts Space Industries International Ltd.
2
2
B033
ZeniMax Germany GmbH
2
2
C019
ZOTAC International (MCO) Ltd.
2
2
C050
“Kookie Entertainment (GameZip)”
3
2
B020
4-Real Intermedia GmbH
3
2
C012
Action Reaction Games
3
2
A017f
Action Squad Studios
3
2
A017f
Aerosoft GmbH
3
2
C012
Aiara Co., Ltd.
3
2
B020
AIDUS & Advergamekorea
3
2
B020
AK Interactive
3
2
B020
Altagram GmbH
3
2
C014
Anxing Information Technology (Shanghai) Co., Ltd.
3
2
D018x
App Annie Europe Limited
3
2
C014
Application Systems Heidelberg Software GmbH
3
2
C017
Aquiris Game Studio S.A.
3
2
A013
Assemble Entertainment GmbH
3
2
C012
SAFECHARGE HALL 2.2 BOOTH NO. A044 SafeCharge is a global payment service partner for the world’s most demanding businesses. We provide a broad spectrum of services right from omnichannel checkouts, card acquiring and issuing to risk management solutions. We offer the most advanced, reliable and transparent services to ensure a smooth payments journey for businesses and their customers.
Beijing Seasun Interactive & Entertainment Co., Ltd.
3
2
D018x
Secure Trading Group Limited
2
2
D049
bHaptics Inc.
3
2
B020
Serienjunkies.de GmbH & Co. KG
2
2
C031
bib International College Hannover
3
2
B017
Silicon Studio Corporation
2
2
C044a
Bind
3 2 A017f
Six Waves Inc.
2
2
C028
Sky City Y2K Limited
2
2
C048a
SOEDESCO HALL 2.2 BOOTH NO. C050 Soedesco is a worldwide publisher of both digital and boxed games on multiple platforms. Our past line-up includes third-party titles like Giana Sisters: Twisted Dreams – Director’s Cut, Among the Sleep and Reus. Soedesco also published Adam’s Venture Origins, a new title, music-themed action RPG AereA and is currently working on Real Farm Sim. 2
C031
BIU - Bundesverband Interaktive Unterhaltungssoftware e.V. 3
2
A010
Black Forest Games GmbH
3
2
C017
Brazilian Game Developers Abragames
3
2
A013
Canadian Digital Media
3
2
B019 B019
Canadian Media Fund
3
2
CAT Nigiri Ltda ME
3
2
A013
Chendu Future Tech Ltd.
3
2
D017
Chengdu Animation Network
3
2
D017
Chengdu Boran Tech Co., Ltd.
3
2
D017
Chengdu Yimei Digital Technology Co., Ltd.
3
2
D017
Chengdu Yumoon Tech Co., Ltd.
3
2
D017
Chengdu Cellsgame Tech Co., Ltd.
3
2
D017
Chengdu Funcell123 Tech Co., Ltd.
3
2
D017
CipSoft GmbH
3
2
B010
Complex Games Inc.
3
2
B019
Canada
3 2 B019
Creative Europe Desk NRW c/o Film- und Medienstiftung NRW 3
2
B014
Creative Mobile
3
2
C014
SPYR Games
2
Creeng
3 2 A017f
StackPath
2 2 C050
CXity of Helsinki
3
2
A017f
Stillfront Group AB
2
2
C050
Daedalic Entertainment GmbH
3
2
C012
Stimtech Ltd. NeocoreGames
2
2
B016
DECK13 Interactive GmbH
3
2
C012
Techland Sp z o.o.
2
2
D020
Devs Channel
3
2
A017f
Tilting Point Media LLC
2
2
C042
DigiBC
3 2 B019
Timecity
2 2 C040a
Digital Frog Co., Ltd.
3
Tobii Tech
2
2
Duaik
3 2 A013
transact Elektronische Zahlungssysteme GmbH
2
2
D030
Engage.NRW c/o Mülheim&Business GmbH
3
2
UOL BoaCompra
2
2
C026
European Games Group AG
3
2
A010
Utomik BV
2
2
C050
EuroVideo Medien GmbH
3
2
C012
Vungle, Inc.
2
2
A038
EXIT GAMES GmbH
3
2
A010
Wargaming Europe S.A.S
2
2
C020
F+F Distribution GmbH
3
2
B010
Wargaming Group Limited
2
2
D022
FDG Entertainment GmbH & Co KG
3
2
B010
We Are Nations, Inc.
2
2
C050
Film- und Medienstiftung NRW GmbH
3
2
B014
Web Media Publishing AG
2
2
C031
Firepoint Interactive
3
2
B019
D018
DAY TWO 2017
27 28 29 30 32 33 34 35 36 37 38 39 40 Day 2 Exhibitor Guide_V10.indd 3
2
B020 B014
29
14/08/2017 11:09
HALL 1
30
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11/08/2017 09:40
HALL 2.1
32
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DAY TWO 2017
14/08/2017 11:09
COMPANY
HALL / LEVEL / BOOTH
COMPANY
HALL / LEVEL / BOOTH
Firetail Games
3
2
A017f
Ontario International Munich Trade and Investment Office
3
2
B019
Flux Game Studio Jogos Digitais Ltd.
3
2
A013
Ontario Media Development Corporation (OMDC)
3
2
B019
Fox Renderfarm
3
2
D017
Payletter Inc.
3
2
B020
Frozen Vision
3
2
A017f
PIXELPIMPS Corp.
3
2
B020
GAME Bundesverband der deutschen Games-Branche e.V 3
2
C012
planetlan GmbH
3
2
A010
gamearea-FRM e.V.
3
2
D012
Play Finland / Neogames Finland Association
3
2
A017
Gameloft GmbH
3
2
D012
Playa
3 2 A017f
Gameplan Consulting
3
2
A013
Playa Games GmbH
3
2
A014
GameRefinery Ltd.
3
2
A017f
PLAYPARK Co., Ltd.
3
2
B020
GAMES ACADEMY GmbH
3
2
C014
Playsnak GmbH
3
2
C014
Games for Families (c/o planetlan GmbH)
3
2
A010
Polkadot
3 2 A017f
GamesMarkt GmbH
3
2
A011
gamespipe GmbH
3
2
A014
GAMEVIL Europe GmbH
3
2
C014
Gamigo Advertising GmbH
3
2
A014
Gaming-Aid e.V.
3
2
C014
Gazzag Serviços de Internet Ltd.
3
2
A013
Gnifrix
3 2 B020
Government of Manitoba
3
2
B019
Government of Quebec
3
2
B019
Hannoverimpuls GmbH
3
2
B017
Headup Games GmbH & Co KG
3
2
C012
Heavy Weight Rex
3
2
A017f
Hinterland Studio Inc.
3
2
B019
Hoplon Infotainment
3
2
A013
Humble Bundle Deutschland GmbH
3
2
C014
PQUBE HALL 3.2 BOOTH NO. C012 PQube is a Top 20 publisher (2016 market share) and distributor of video game software, hardware and merchandise. Upcoming titles include Chaos;Child, White Day: A Labyrinth Named School and Cat Quest, and our hardware line-up includes major new consoles and accessories from Atari, Hyperkin, Innex and Retro Freak.
HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH 3 2 A014 HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH 3
2
A016
Quantum Shake
3
2
A017f
HWF Hamburgische Gesellschaft für Wirtschaftsförderung mbH 3
2
B013
Quantumfrog GmbH
3
2
B017
iFunFactory Inc.
3
2
B020
IME - Interactive Media & Entertainment GmbH
3
2
A014
Imgnation Studios
3
2
A013
InnoGames GmbH
3
2
A014
International Game Developers Association (IGDA)
3
2
C019
Iran Computer & Video Games Foundation
3
2
A015
K3 Kultur- und Kreativwirtschaftsbüro
3
2
C017
Kaamos Games
3
2
A017f
Kavio Cluster
3
2
A017f
Komogames Ltd.
3
2
D018x
Koolhaus Games Inc.
3
2
B019
Korea Pavilion
3
2
D019
Koukoi Games
3
2
A017f
kr3m. media GmbH
3
2
C017
L&K Logic Korea Co., Ltd.
3
2
B020
Ludocraft
3 2 A017f
MackMedia GmbH & Co. KG
3
2
C017
MAGIX Software GmbH
3
2
C014
Manifesto Games
3
2
A013
Rockfish Games GmbH
3
2
A014
Media Info Transfer GmbH
3
2
A014
Rockhead Games
3
2
A013
media:net berlinbrandenburg e.V.
3
2
C014
Rusto
3 2 A017f
REMOTE CONTROL PRODUCTIONS HALL 3.2 BOOTH NO. C012 Remote Control Productions (RCP) is an independent production house representing Europe’s biggest family of game developers. Since 2005, we have been supporting, financing and coaching development studios, creating games for all platforms. RCP also provides services ranging from producing and creative consulting to marketing, PR, talent management and business development to help our teams ship great games.
Mediencluster NRW GmbH
3
2
B014
Serious Games Solutions GmbH
3
2
Mediengründerzentrum NRW
3
2
B014
Shanghai Uzone Network Technology Co., Ltd.
3
2
C014 D022
MFG Medien- und Filmgesellschaft Baden-Württemberg mbH 3
2
B016
Shanghai Xuebao Info. Tech. Co., Ltd.
3
2
D018x
MJ Media Ltd.
3
2
C012
Sheer Tianyi Technology Co., Ltd.
3
2
D017
Mothership Marketing GmbH
3
2
C014
Shenzhen Entertainment First Co., Ltd.
3
2
D017
Muro Studios
3
2
A017f
Shenzhen iDreamSky Technology Co., Ltd.
3
2
D017
NezhaGames
3 2 D018x
Shenzhen Luckystar Technology Co.
3
2
D017
Ngelgames Co., Ltd.
3
2
B020
Shenzhen shi Genyongchang Co., Ltd.
3
2
D017
Nitro Games Ltd.
3
2
A017f
Shenzhen Smartmelon Technology Co.
3
2
D017
nordmedia Film- und Mediengesellschaft Niedersachsen/Bremen mbH 3
2 B017
Shenzhen Feiyu xingkong Technology Co., Ltd.
3
2
D017
Nova Scotia Business Inc.
2
Simplaex GmbH
3
2
C014
3
B019
DAY TWO 2017
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COMPANY
HALL / LEVEL / BOOTH
COMPANY
HALL / LEVEL / BOOTH
Six Foot Europe GmbH
3
2
A010
Bossa Studios
4
1
A021
SkyBox Labs Inc.
3
2
B019
Business France
4
1
D015 D013
SOFTON ENTERTAINMENT Co., Ltd.
3
2
B020
Business France
4
1
Soulgame Entertainment Co., Ltd.
3
2
D017
Business France
4
1
E017
STEA Games Co., Ltd.
3
2
B020
Capsule Studio
4
1
D013
Studio DOMA
CD Projekt S.A.
4
1
C019
3
2
B020
Studio ZYX Software, Games Aplicativos E Animacao Ltd. 3
2
A013
Stupid Stupid Games
3
2
A017f
Subsolar Entertainment
3
2
A017f
Super Plus Games
3
2
A017f
TalkieStudio Co., Ltd.
3
2
B020
Taylor Wessing Partnerschaftsgesellschaft mbB
3
2
A014
TeamSpeak Systems GmbH
3
2
B010
TIL GmbH Tübinger Institut für Lerntherapie
3
2
C017
Tivola Publishing GmbH
3
2
C012
Travian Games GmbH
3
2
B010
Trion Worlds, Inc.
3
2
C012
CEDEMO HALL 4.1 BOOTH NO. E017 Take the hassle and costs out of product information management for video games and licensed products. Cedemo is a video games and licensed products retail content platform adapted to the very specific needs of these two globally important industries, giving you the confidence to concentrate on growing your business.
UNIZSOFT Co., Ltd.
3
2
B020
Urban Invention GbR
3
2
B017
VikingVR Studio
3
2
D018x
Werk1.Bayern GmbH
3
2
B010
WGM Entretenimento Digital Ltd.
3
2
A013
Ceské hry z. s. / Dreadlocks
4
1
C015
wolff interactive GmbH
3
2
B017
Cinnoman Games
4
1
D014
ZENIT GmbH
3
2
B014
Clan of the Cloud
4
1
D013
Zepetto Co.
3
2
B020
ClockStonde Studio
4
1
B017
101%
4 1 B014
Cloudalize NV
4
1
A019
3DClouds.it
4 1 B014
Codemasters Software Ltd.
4
1
A021
505 Games Ltd.
4
1
A021
Coffee Box Games
4
1
A021
Activision Blizzard Deutschland GmbH
4
1
A011
Coffee Stain Studios
4
1
D017
Adventure`s Planet SRL
4
1
B014
Collense
4 1 D017
Controvert Ltd.
4
1
A021
Crazy Monkey Studios bvba
4
1
A019
Creative Dialogue Tools Ltd.
4
1
A021
Croatian Chamber of Economy
4
1
B019
Cubic Motion
4
1
A021
Cupboard Games Limited
4
1
A021
Cybernetic Walrus BVBA
4
1
A019
Czech Trade Ceska agentura na
4
1
C015 B017
AESVI HALL 4.1 BOOTH NO. B014 The Italian Trade Agency (ICE) is the Italian government organisation working to develop, facilitate and promote economic and commercial relationships abroad, and marketing Italian goods and services internationally. It further promotes the ‘Made in Italy’ image around the world and Italy itself as a destination for foreign investment. 1
F013
DaoPay GmbH
4
1
Dead Good PR
4
1
A021
DeadToast Entertainment
4
1
D017
deltaDNA Ltd
4
1
A021
Digital Tales SRL
4
1
B014
Divine Robot
4
1
D017
DL-Software Daniel Leitinger e.U.
4
1
B017
Dovetail Games
4
1
A021
Edge Case Games Ltd.
4
1
A021
Aliem Pixel Studios SRL
4
Amiquis
4 1 A021
Elektraglide Ltd.
4
1
A021
Amstad Digital EF
4
1
D014
Enter Yes
4
1
A21
Apocalypse Hunters SA
4
1
A019
EverdreamSoft
4 1 D014
Artefacts Studio
4
1
D013
Fabraz
4 1 D014
Atomicom Limited
4
1
A021
Falkenbrew
4 1 D014
Bad Seed SRL
4
1
B014
FGL’s Enhance
4
1
F016
Badland Games SL
4
1
B013
Firebrand Games
4
1
A021
Bastion
4 1 A021
Billy Goat Entertainment Ltd.
4
Fishing Cactus
4
1
A19
1
A021
Flanders DC VZW
4
1
A019 D015
Black Cell OG
4
1
B017
Focus Home Interactive
4
1
Black Land Studio
4
1
A019
Focus Multimedia Ltd.
4
1
A021
Blacknut
4 1 D013
Forge Reply SRL
4
1
B014
Blade Representaciones SL
4
1
B013
Fourth State Ltd Sketchbook Games
4
1
A021
Bloodirony Games GmbH
4
1
B017
Frogsong Studios
4
1
D017
34
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HALL 2.2
DAY TWO 2017
27 28 29 30 32 33 34 35 36 37 38 39 40 Day 2 Exhibitor Guide_V10.indd 8
35
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HALL 3.2
"'"'
D-021
�
Passage 2-3 passage 2-3
D B-020/D-019
Cafe
D-022
A-017 C-019/B-018 B-019 Canada
D-017/C-016 C-017/B-016 D-018
A-015 A-016
B-017
B-014/C-015
A-014/B-015
C-014/D-015
"'"' Made in Germany area
�
Eingang Sud Entrance South
A-012/B-013
Passage 2-3 passage 2-3
B-012/C-013 D-012 C-012/D-013
A-013
B-010/C-011
A-010/B-011
A-OlOx
A-011
B
..
Passage 3-4 passaqe 3-4
36
27 28 29 30 32 33 34 35 36 37 38 39 40 Day 2 Exhibitor Guide_V10.indd 9
DAY TWO 2017
14/08/2017 11:09
COMPANY
HALL / LEVEL / BOOTH
Frostyfroggs S.C.S.
4
1
A019
Fusion.Robot GmbH
4
1
D014
Game City Southern Sweden
4
1
D017
1
F016
Game Drive
4
GAMEDIA
4 1 E013
Gamer Network
4
1
E021
Gamera Nest SL
4
1
B013
Games London
4
1
A021
GameSessions (Tangentix Ltd)
4
1
A021
Gamious BV
4
1
E013
Genba Digital Limited
4
1
A021
Generalkonsulat der Rep. Polen
4
1
A015
Glowfish Interactive VOF
4
1
A019
Sweden Game Arena
4
1
A018
Green Man Gaming
4
1
A021
Hana Hana
4
1
D014
Happy Volcano BVBA
4
1
A019
Haute Ecole Albert Jacquard
4
1
A019
Hi-REZ STUDIOS
4
1
A021
Holo-Light GmbH
4
1
B017
Hyperbolic Magnetism - Jan Ilavsky
4
1
C015
ICE - Agenzia per la promozione all’estero e l’internazionalizzazio 4 1 A012 ICE - Agenzia per la promozione all’estero e l’internazionalizzazio 4
1
A013
Iceberg Interactive BV
4
1
F016
ICO Partners Limited
4
1
A021
Insert Coin
4
1
D014
Invest Liverpool
4
1
A021
iQu
4 1 E013
Italic Pig
4
1
A021
Jagex Ltd.
4
1
A021
KISS Ltd.
4
1
A021
Kiwi Studio
4
1
D014
Kodobur Game and Software Tech
4
1
A017
Krotos Ltd.
4
1
A021
LA MARQUE ROSE
4
1
E017
Le Game
4
1
D013
Little Chicken Game Company BV
4
1
E013
Local Heroes Worldwide
4
1
F016
LocalizeDirect AB
4
1
A021
Localsoft S.L.
4
1
B013
Marvelous Europe Limited
4
1
A021
Maximum Games Ltd.
4
1
A021
McMagic Productions s.r.o.
4
1
C015
Media Evolution
4
1
D017
Milestone SRL
4
1
A021
Milestone SRL
4
1
B014
Milky Tea Limited
4
1
A021
1
B014
MixedBag SRL
4
Mode4
4 1 A019
Multiplay (UK) Limited
4
1
A021
nDreams Ltd.
4
1
A21
Neurodigital Technologies SL
4
1
B013
Nifty Productions
4
1
D014
Nordic Game
4
1
D017
Northern Software Limited
4
1
A021
Not A Company
4
1
A019
Novaquark
4 1 D013
Novobox France
4
1
D013
ODTÜ Teknokent Yönetim A.S.
4
1
A017
Ojoo
4 1 A019
OLD SKULL GAMES
4
1
E017
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COMPANY
HALL / LEVEL / BOOTH
NORTHERN IRELAND SCREEN HALL 4.1 BOOTH NO. A021 Northern Ireland Screen is developing the digital content sector in Northern Ireland through the support of indigenous talent working in gaming, e-learning, web and mobile. We provide development funding for projects, advise on skills development opportunities and help find complementary partners. We also aim to establish Northern Ireland as an attractive place for international developers and publishers to come for large scale digital content production. OPM Response Ltd.
4
1
A021
Oskar Stalberg
4
1
D017
Outright Games Ltd.
4
1
A021
Outsider Games Ltd.
4
1
A021
Pajama Llama Games VOF
4
1
A019
Paladin Studios
4
1
E013
Pasching Solutions
4
1
B017
PayByMe Corp.
4
1
A017
Perun Creative s.r.o.
4
1
C015
Pixel Shade
4
1
D017
Pixel Toys Ltd.
4
1
A021
Plastic SCM Codice Software SL
4
1
B013
Playdius Entertainment
4
1
D013
PlayFab, Inc.
4
1
A021
Playstack Ltd.
4
1
A021
Plug In Digital
4
1
D013
Pole To Win UK Limited
4
1
A021
Polish Agency for Enterprise Development
4
1
A016
Polnisches Institut Düsseldorf
4
1
A015
Quantum Soup Studios Ltd (Wales Area)
4
1
A021
Rarebyte OG
4
1
S017
Renaissance PR
4
1
A021
RGDA Romanian Game Developers Association
4
1
F013
Rheinmesse Co., Ltd.
4
1
D017
Richard Meredith
4
1
D017
Ripstone Ltd.
4
1
A021
rudy games GmbH
4
1
B017
S. C. Cridique Gaming SRL
4
1
F013
Sanuk Games SARL
4
1
D013
SC Amber Studio SRL
4
1
F013
Sekg S.L.
4
1
B013
Senzie
4 1 F016
Shiro Games
4
1
D013
Shy Robot Games
4
1
D014
SimyLife Gamification GmbH
4
1
B017
Skillsearch Limited
4
1
A021
Sold Out Sales and Marketing Limited
4
1
A021
Southern Sweden Creatives
4
1
D017
1
B013
Spain Pavilion - Games from Spain (ICEX Spain Trade and Investment) 4 Spelkollektivet
4 1 D017
Splendy Interactive Ltd.
4
1
A021
Stage Clear Studios, S.L.
4
1
B013
StarWell s.r.o.
4
1
C015
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COMPANY
HALL / LEVEL / BOOTH
COMPANY
HALL / LEVEL / BOOTH
Steel Media Ltd.
4
1
A021
Welsh Government (Wales Area)
4
1
A21
Storm in a Teacup SRL
4
1
B014
Whitepot Studios Limited
4
1
A021
Struckd AG
4
1
D014
Wibbu
4 1 A021
Studios Voa
4
1
E017
Wirtschaftskammer Österreich
4
SwapBots
4 1 A021
Xplored
4 1 B014
SwissGames
4 1 C013
Sycoforge GmbH
4
1 1
B017
YIG Media, S.L. - Playstats
4
1
D014
Yogscast
4 1 A021
B013
Sylphe Labs Ltd.
4
1
B014
Zurich University of the Arts Departement Design
4
1
Tag Games Limited
4
1
A21
BANDAI NAMCO Entertainment Germany GmbH
4
2
A010
Takeoff
4 1 D013
BANDAI NAMCO Entertainment Germany GmbH
4
2
B010
Talespinners Studios Ltd (Wales Area)
4
A040
1
Deep Silver a division of Koch Media GmbH
4
2
Taleworlds Entertainment Ikisoft Yazilim Bilgi Ve Iletizim Egitim Te 4 1 A017
Facebook Ireland Limited
4
2
A042
Team Panoptes
4
flashpoint AG
4
2
C020
Teamto
4 1 E017
Gaya Entertainment GmbH
4
2
C050
Testronic Laboratories Ltd.
4
1
A021
Google UK Ltd./London
4
2
C040
The Station
4
1
D017
Konami Digital Entertainment BV
4
2
A021
The Trailer Farm
4
1
A21
Microsoft Ireland
4
2
A021
Tiny Bull Studios SRL
4
1
B014
Microsoft Ireland
4
2
A022
To Play For Limited
4
1
A021
Nintendo of Europe GmbH
4
2
B021
TOGED (Game Developers Association of Turkey)
4
1
A017
Sony Interactive Entertainment Deutschland GmbH
4
2
A041
Toxic Games Limited (Wales Area)
4
1
A021
THQ Nordic GmbH
4
2
A043
Triangle Factory BVBA
4
1
A019
UBISOFT GmbH
4
2
C051
Troll inc
4
1
A021
Warner Bros. Entertainment Inc.
4
2
B040
UIG International GmbH
4
1
B017
UK Interactive Entertainment (UKIE)
4
1
A021
UNAmedia di Benegiamo Daniele
4
1
B014
Universally Speaking Limited
4
1
A021
Untold Games SRL
4
1
B014
VE Vision Education GmbH
4
1
B017
1
A021
D014
A019
Verein FH Technikum WIEN
4
1
B017
Vereniging Dutch Games Association
4
1
E013
Vereniging Dutch Games Association
4
1
E015 B017
verse publications GmbH
4
1
Vertigo Games BV
4
1
E013
Virtual Arts Ltd
4
1
A021 B013
Virtualware 2007, S.A.
4
1
Wales Interactive Limited (Wales Area)
4
1
A021
Warning Up
4
1
D013
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UBISOFT GMBH HALL 4 BOOTH NO. C051 Located at Ubisoft’s consumer booth (hall 6.1, booth B020), gamers will find Assassin’s Creed Origins, Far Cry 5, Mario + Rabbids Kingdom Battle, South Park: The Fractured But Whole and The Crew 2 all available to play at this year’s gamescom. Discussions, demos and meet and greets are available as well.
DAY TWO 2017
14/08/2017 11:09
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11/08/2017 09:44
Milestone: Racing fans want ‘blended experiences, accessible and technologically advanced’ games As it gears up for the launch of its brand-new IP Gravel, Milestone reveals the key ingredients for a modern racing title MILESTONE’S new racing IP Gravel has been built from the ground up to meet the tastes of modern audiences, marketing manager Andrea Loiudice (pictured) has told MCV@gamescom. On show this week, Gravel is a “great new adventure” for the studio, as it’s the first four-wheels driving game it’s developed with Unreal Engine. “It’s also evolving into something new, blending a believable driving model with an arcade and fun vibe,” added Loiudice. “The greatest challenge has been adapting the physics to the brand-new arcade spirit of the production. A racing game today has to be accessible – it shouldn’t shut you out of the door in the first minutes. It should be filled with both online and offline content, providing you constant reasons to come back and have fun, even in short bursts. And it should be able to provide a full and DAY TWO 2017
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satisfying experience both for seasoned drivers and for newcomers alike. “The market of today is looking for blended experiences – accessible, believable, connected and technologically advanced. That’s exactly where we’re looking now, trying to evolve and adapt to this great shift that involves not only the racing world, but the whole video game industry.” Milestone has high hopes for Gravel, which is a standalone
IP – rather than a licensed title like much of the studio’s current portfolio of games. “Games under license are a big thing for Milestone’s catalogue,” said Loiudice, “we see differences in terms of sales when it comes to the different countries, based on the license popularity in that territory. But with both licenses and proprietary IPs, one of our key goals is to keep our offering as varied as possible.” Katharine Byrne 43
22/08/2017 17:02
Amazon’s fantasy league? MCV@gamescom talks to Amazon Games Studios’ executive producer Matt Priestley about Breakaway AMAZON GAMES STUDIOS’ upcoming fast-paced competitive title Breakaway is still in Alpha but is already being compared to wellestablished titles such as Rocket League, League of Legends and Overwatch. The sport brawler sees two teams of four players fighting to keep a Relic. It has been built with streaming in mind, with Amazon’s acquisition of Twitch in 2014 being obviously a strong incentive. “When we started thinking about Breakaway we thought we had a core game – the Relic motion, which we called Rugby mode – that was really fun, that’s really team-centric and it ended up being something people are really excited about when they play,” executive producer Matt Priestley told MCV@ gamescom. “When you watch it you can see what’s going on and it’s clear what’s happening. So it was natural for us to take 44
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Breakaway to Twitch cause we wanted to make a game that was fun to watch anyway.” Breakaway is digital and PC only for now but consoles is something Amazon is “thinking about,” Priestley said. He hopes the game will be able to come out next year but “it all comes down to players’ feedback,” he said. He continued: “I wish there was a perfect label I could put on the game. Some people have been saying it’s a
‘weaponised team sport’ and some people call it a ‘fantasy sport’. We’re hoping that the sport theme translates through people. “The main goal for Amazon is to build games that its players and customers want. We think Twitch is a really exciting platform. We discovered a lot of our favourite games on Twitch, we’re hoping the same thing will happen with Breakaway.” Marie Dealessandri DAY TWO 2017
22/08/2017 17:02
It Doesn’t Take A Mad Scientist To Find The Perfect Video Games PR Partner going to gamescom? find us on the ukie stand in Hall 4.1 (booth A021-e022)
Heading to Gamescom and looking for a PR agency for your game? We’re now taking appointments on the UKIE stand at the show*
Contact us now: hello@deadgoodmedia.com | +44 (0) 7780 600728
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11/08/2017 09:41
Cuphead: A real blast from the past Cuphead is a beautiful game, a labour of love years in the making, with its roots far farther back in time CUPHEAD has been in development for a while now, some seven years in total, but it’s finally coming out on September 29th and so we took a chance to play the nearfinished game at gamescom. The side-scrolling shooter hasn’t been a big genre for many a year, and the genre staples of gun toting-robots, military stereotypes and agile spaceships still haven’t completely faded, despite the effort of many an indie title. Cuphead is lightyears away from that, stylistically, but its gameplay adheres to many of the genre standards of the golden age of ‘schmups’ in the late eighties and early nineties. It’s a tough game then, with the action coming thick and fast. Developer StudioMDHR has mixed things up so that enemies come in unpredictable patterns, so it’s not just a matter of learning by rote. There’s a selection of weapons, of which you can carry two at a 46
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time, plus a dash move and a super move to power up. It’s a satisfying little arsenal, and one that can be upgraded between levels, which are themselves spread across a world map. The game may hail from twenty years ago, but it’s the eighty-year old art style that has really turned heads. The 1930s animation doesn’t take any modern shortcuts either, with every character and element drawn and inked by hand, before being scanned into the game. You begin to understand why development has taken so long.
It’s even clearer when you play it, as we were startled by the the sheer variety of settings and enemies. Across three levels we never saw any elements reused apart from our co-op characters themselves, the eponymous Cuphead and his companion Mugman. Cuphead is distinctivelooking enough to sell beyond the usual genre aficionados. Plus with three difficulty levels it should be able to please both newcomers and hardbitten veterans of the genre. Seth Barton DAY TWO 2017
22/08/2017 17:02
OFF-ROAD PLAYGROUND
E A R LY 2 0 18
GRAVELVIDEOGAME.COM
Gravel Š 2018. Published and Developed by Milestone S.r.l. All rights reserved. Unreal, Unreal Engine, the circle-U logo and the Powered by Unreal Engine logo are trade-marks or registered trademarks of Epic Games, Inc. in the United States and elsewhere.All manufacturers, accessory suppliers, names, tracks, sponsors, brands and associated imagery featured in this game are trademarks and/or copyrighted materials of their respective owners.
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11/08/2017 15:41:07
The Family Creed: Him-and-her detective fun in Egypt Assassin’s Creed Origins is shaping up nicely, with strong characters and a wide variety of activities to add to the usual template AFTER a much-deserved break, Ubisoft is back this year with arguably its biggest franchise – yes, Far Cry is also huge but as it’s yet to have its own movie, I reckon Creed pips it. Assassin’s Creed Origins takes the series to its earliest setting yet, and while we’re still crying out for a ninjabased outing, there are few eras as atmospheric as Egypt in the time of the pharaohs. For this playthrough we really started to get grips with the setting and the characters. Hero Bayek is working with his partner Aya. That’s partner in both senses of the word, as Aya is both Bayek’s capable equal and his wife. They are sent to investigate the poisoning of a holy bull, which then turns into a rescue mission – for a man, not a bull sadly. The detective part of the game works well, allowing you to scan the area for points of particular interest, both items and people, that 48
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you can then interact with to solve the puzzle. That led to a more standard piece of Creed gameplay, sneaking into a fortified camp for a simple snatch and run. Leaving the city we marvelled at the size and richness of the surrounding area. Directed to a nearby pyramid our colleague took on scaling the monument, while we delved into the tomb, where a series of physics puzzles stood between us and the loot within. The game looks beautiful in many respects, the attention to detail in the period is nothing
less than incredible. There are a couple of technical wrinkles to iron out before launch, such as texture pop-in and some over-aggressive depthof-file effects, but that’s to be expected. We played it on an Xbox One X development unit, and it’ll be interesting to see how the game looks across the four hardware specs that the market will soon support. The writing and characters also look to be top-notch, and so there’s plenty to draw gamers into this evocative outing in the series. Seth Barton DAY TWO 2017
22/08/2017 17:02
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11/08/2017 09:40
Meet the team Seth Barton
Marie Dealessandri
Jem Alexander
Editor, MCV sbarton@nbmedia.com
Senior Staff Writer, MCV mdealessandri@nbmedia.com
Editor, Develop jalexander@nbmedia.com
Katharine Byrne
Sam Richwood
Jake Tucker
News Editor, MCV kbyrne@nbmedia.com
Designer, MCV srichwood@nbmedia.com
Editor, Esports Pro jtucker@nbmedia.com
James Marinos Production Executive
Caroline Hicks Events Director
Sophia Jaques Games Sales Manager
Mark Burton Managing Director
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Charlie Gibbon Account Manager
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mburton@nbmedia.com
NEWBAY SUBSCRIPTIONS: The Emerson Building, 4-8 Emerson Street, London, SE1 9DU e: subs@mcv.com w: www.mcvuk.com MCV has an exclusive media partnership with Famitsu – Japan’s leading video games analyst and news source NewBay Media Europe Ltd is a member of the Periodical Publishers Association
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ISSN: 1469-4832 Copyright 2017
MCV is published 24 times a year by NewBay Media Europe Ltd, The Emerson Building, 4th Floor, 4-8 Emerson Street, London SE1 9DU
The Emerson Building, 4th Floor, 4-8 Emerson Street. London, SE1 9DU All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means electronic or mechanical, including photocopying, recording or any information storage or retrieval system without the express prior written consent of the publisher. The contents of MCV are subject to reproduction in information storage and retrieval systems. Printed by Pensord Press Ltd, NP12 2YA
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