“Retimed” is a local multiplayer arena shooter for 2-4 players. The players shoot at each other and the first with ten kills wins. When a bullet gets close to a player, everything in a fixed range of the bullet slows down, so the player has a better chance to dodge the projectile.

Developed by Max Striebel & Annika Rüegsegger

University: Zurich University of the Arts (ZHDK), Subject Area in Game Design


ZHdK Game Design

ETH Game Technology Center

Swiss Game Center


Ludicious Family Day

Ludicious Family ist unser familienfreundliches, öffentliches Gratis-Programm für Kinder, Familien, Jugendliche und auch Erwachsene, das wird aus Interaktive Ausstellungen, Workshops, und Vorträge gebildet.

Ludicious 2017 Family Day 

Winners of the 2017 Ludicious Awards


Reigns» by Nerial from the UK is the winner of the festival’s «International Competition» and «Nocturnal Hunt», created by students from Games Academy Berlin, Germany is the winner of the «Student Competition». The festival was a great success with more than 680 game professionals attending and 4997 visitors in total. 

The international juries announced the winners of the festival’s «International Competition» and «Student Competition» at the Ludicious & SGDA Game Awards Night on Friday, January 28. The winner of the «International Competition’s» «Ludicious Award» (€8’000) is «Reigns» by London-based Nerial. The Jury, consisting of Eric Zimmerman (Jury President, NYU Game Center), John Gaudiosi (Journalist) and Karoliina Korppoo (Colossal Order), was impressed by the quality and diversity of the works they judged. «The games show the breadth of variety in indie games today: All of the games were absolutely awesome, and every single one was innovative in its own way» complimented the Jury the nominees. «Reigns» was chosen because «the Jury loved the humor, the unique combination of storytelling and new mechanics, along with the memorable visual style and sounds.»

«Nocturnal Hunt» wins «Outstanding Talent Award»

The «Outstanding Talent Award» (€4’000) for the best student project went to «Nocturnal Hunt» by Wolf Pack, a team of students from Games Academy Berlin, Germany. «This year’s nominees have shown a lot of creativity and innovation across multiple genres and platforms», noted the Jury, consisting of Fleur Marty (Jury President, Eidos Montréal), Koh Kim (Advisor) and Chris Bergstresser (MTGx – Modern Times Group). «Nocturnal Hunt is very immersive with great visuals and sound design, as well as non-linear gameplay. It exemplifies polish, persistence and passion, all of which are necessary to thrive in the today’s game development ecosystem» commented the jury on why they chose this game.

 Reigns by Nerial not only won the Ludicious International Award, but they also received an #indieprize scholarship with free entry to Casual Connect. Congratulations.

SGDA Swiss Game Awards

The fourth SGDA Swiss Game Awards took place once again as part of Ludicious – Zürich Game Festival 2017.

And the winners were:

  • Swiss Game Award: Deru– Ink Kit, Zürich
  • Audience Choice Award: Deru– Ink Kit, Zürich

The nominees:

The jury:

  • Adam Moravanszky (Jury President), Director of GameWorks Engineering (Nvidia)
  • Mikhail Chatillon, Developer Evangelist (Microsoft)
  • Angela Blank, PR Manager (ToLL/Sony PlayStation Switzerland)
  • Ettore Trento, PR Consultant (Nintendo Schweiz)
  • Filippo Zanoli, Journalist (20minuti)

The SGDA Swiss Game Award is the game developers award of Switzerland and celebrates projects that have put the Swiss game industry on the radar. The award honours innovation in form of novel and disruptive ideas in the digital media sector: playable games (all styles, genres and target platforms), services, middlewares, innovative collaborations, cutting-edge marketing ideas, groundbreaking commissioned or advertising productions as well as new collectives.


Everybody’s favourite event took place again on the 27th January 2017 in theMain Exhibition hall. What took place was an extremely fun night of drunken songs about games.

What is Marioke?

Marioke is a night of karaoke classics rewritten to be about videogames. Perhaps that sounds like a joke and that’s how it began — a one-off show at Nottingham GameCity in 2011 — but now it’s a cult event with a monthly residency at the Loading Bar in London and an international army of boisterous, vocal fans. And when they’re not entertaining the capital, the One Life Left team take Marioke around the world, performing their ever-growing roster of songs with audience members at studios, conferences and parties and now Ludicious.

Sure, but what does that actually mean?

If you’ve never been to Marioke just imagine it as a karaoke night in an alternate universe; one where popular culture is entirely defined by games. The rules for each evening are simple, just like karaoke: sing your heart out, whether you can sing or not, and support the people on stage like they’re rock stars. Attendees pick a song from the songlist and sign up with the team at the front. When their names are called they come on stage with the Marioke team ready to back them up, and four minutes later they leave as heroes.
While there are in-jokes aplenty (“Hello” is about Halo, “Purple Rain” about Heavy Rain and “Common People” is a song about a PC gamer who wants to live life like Console People), the lyrics are broad enough to ensure you don’t need to be obsessed with videogames to enjoy Marioke. “I’m a Believer” is about Windows mainstay Minesweeper; “Take On Me” recalls platform classic Donkey Kong. Videogames are for everyone now and so, it turns out, are stupid songs and stupid jokes.

So: 250 all-new, sing-a-long classics and a night in a private, irony-free universe where we’re all superstars and everything is amazing. If you haven’t joined the Marioke army yet, maybe it’s time?

That’s right. At Marioke you can read the songlist and watch some videos to rehearse the songs at home if you want to, or you can just show up and storm the stage.

Ludicious Business Accelerator

For the second time, thanks to the support of Engagement Migros, the makers of selected game projects were brought together with the international Ludicious Business speakers, delegates, and jury members. Opportunities included supported business meetings, expert mentoring and networking dinners. On the first night of Ludicious 2017,  selected developers pitched their projects in front of a live audience.


Dynomite – Workshop Präsentation

Nach Ende des Workshops erzählen die Teilnehmer wie es war und was alles passiert ist.

Michelle Widmer

Michelle is Project Manager of DART 17 Switzerland. DART 17 invites Designers, Artists, Researchers and Technologist who have created an Interactive Experience (containing technologies like AR, VR, Robotics etc.) to apply to the creative testing lab in San Francisco. DART 17 provides them with a customized program to develop, test and get rapid feedback from the market.

After a year in California, Michelle worked for the Start-Up Yousty AG, who now is the market leader of Swiss apprenticeship platforms. Before that, she was working for Swisscom in the areas of partner management, innovation and cultural transformation process.

How We Made a VR Game

Have you ever wanted to know how a VR game is made? Two students from Hungary and Switzerland at the age of 15 and 17 show how they made their own VR game called “VR Dungeon”. They are going to explain the advantages and disadvantages of Virtual Reality and how they used it to realize their game. They present the way from their idea, to the making of the game until the finished and released product.

Im Vorfeld der Präsentation von Jeremias Bauer und Zsombor Szabo gibt das Migros Kulturprozent einen kurzen Überblick über,  den digitalen Jugendwettbewerb für Games, Code, Robotik und Multimedia. Der Wettbewerb bietet nicht nur attraktive Preise sondern bietet den Jugendlichen auch die Chance, Begabung und Interesse für ein Thema zu vertiefen und, wie man am Beispiel von Jeremias und Zsombor sieht, sogar länderübergreifende Folgeprojekte und Partnerschaften zu realisieren.

Sylvain Gardel

Sylvain Gardel leitet bei der Schweizer Kulturstiftung Pro Helvetia die Impulsprogramme. In Form von stiftungseigenen Schwerpunkten und Programmen setzt er aktuelle kulturpolitische Themen um. Er war für den Aufbau der Förderung von interaktiven Medien (Games, Virtual Reality, Augmented Reality, Transmedia) verantwortlich, welche die Stiftung seit 2010 aktiv betreibt. Aktuell arbeitet er an der Umsetzung des neuen Schwerpunkts «Kultur und Wirtschaft» der Kulturbotschaft 2016-2020 , welcher eine marktorientierte und koordinierte Förderung von Design und interaktiven Medien in der Schweiz vorsieht.

Tobias Kopka

Tobias Kopka joined the team of Ludicious in October 2017 to head the program and international partnerships as Artistic Director of Ludicious Zürich Game Festival and is also working on his new label Curatomic, to be announced in 2018. Tobias has been leading the Conference & Program Direction of  some of Europe´s finest game developer conferences Quo Vadis. Create. Game. Business (Berlin) and Respawn – Gathering of Game Developers (Cologne) from 2013 till 2017 – and was in 2017 also in charge with scouting the speakers for devcom, the game developers event at gamescom.  Tobias loves to bring together diverse communities since he is running business, scientific and artistic game events for more than 10 years and loves to see new things emerge out of cross-referencing knowledge domains. Tobias in in the demoscene for more than 25 years, in tech for more than 15 years, extensively lecturing in higher education for more than 7 years and experiencing gaming for almost three decades. Tobias holds an master in media studies, history and political science at the University of Cologne, is educated as physical-technical assistant and is generally a guy basically interested in everything.

As speaker and moderator he focusses on ecosystems, cultural aspects of the business of communities, the demoscene and the international culture of games and digital media. Some of his recent presentations include appearances at the NYU Game Center, New York (03/2015) / Parsons The New School for Design, New York (10/2015) / GMGDC, Chengdu, China (11/2015) / Reboot Develop, Split (04/2016) / Play-Festival, Hamburg (11/2016), Next Level Festival, Düsseldorf (11/2016), the X-Mas Pitching of Games Bavaria, Munich (12/2016), Ludicious Zürich Games Festival (01/2017), Reboot Develop, Dubrovnik, Croatia (05/2017).

Tobias is member of the advisory board of GIC Games Industry Conference, Poznan, Poland and advising Pro Helvetia as part of the expert jury on Interactive Media.

This is my game – Hear our nominees talk

2017_01_23-God_is_a_Cube-Ant_Attack.pptx - Microsoft PowerPoint-20h08m31sAfter playing all the nominated games, why not hear what their creators have to say? Drop by to hear new-found insights, overcome challenges and the idea behind some of the nominated games, right from their developers. Each talk will last roughly 5 minutes.
Confirmed so far (list is updated as more info comes in):
  1. Marc Kruzik from «God is a Cube» on how Ant Attack helped him design small isometric 3D levels
  2. Stefan Hell from «Ellipsis» about the challenge of designing an intuitive game with no text
  3. CANCELED  Henry Hoffman from «Hue» about adding colourblind support to a game about colour
  4. François Aillot from «Reigns» about two very special events at both ends of the development: The pitch and the release
  5. Elizabeth Maler from «A Normal Lost Phone» about its journey from global game jam prototype to published game
  6. Andrei Olaru from «Interrogation» about how it’s like to build a game in a team in which only one person is a programmer
  7. Yannick Gerometta from «Fresco» about why and how to make a puzzle game accessible
  8. Tobias Forsling from «Lance a Lot» about something interesting

Lounge in the exhibition feat. 8bit Live-set by Crick

We would love to have everyone at the Game Awards, but there’s only very limited seating. But fear not: With a beer in your hand and all those lovely games around, what’s better than trying out those you could not before? Crick will be playing his 8bit Live-set to entertain you while you are at it.

Ludicious & SGDA Game Awards Night (by invitation only)

Ludicious – Zürich Game Festival and the Swiss Game Developers Association will host the event which combines a gala dinner and the award ceremony of the SGDA Swiss Game Awards 2017 with the award ceremony of the Ludicious International Awards. We are excited to host both awards together for the first time, and welcome you to join us in celebrating all the nominees. Representatives of politics, culture and members of the Swiss and international game industry will be present.

Presented by Ludicious – Zürich Game Festival and the Swiss Game Developers Association SGDA.


Nominees International Competition

Nominees Student Competition

Ludicious & SGDA Game Awards Night Apéro

When all the talks are done, the meetings met, the games played – then it’s time to celebrate. Everyone at Ludicious is invited to start the Ludicious & SGDA Game Awards Night with a drink in hand, and games in sight.

Presented by Ludicious – Zürich Game Festival and the Swiss Game Developers Association SGDA.

DJ Buchons

weird happy music

Kickstarter Drinks

Finish off our business conference day with drinks – what could be better? Use the chance to learn from the Kickstarter presenters what they did not (or could not) tell you on stage.

Opening Apéro

Having listened to all the pitches of the Ludicious Business Accelerator projects, it’s time to mingle and connect. We will celebrate the opening in the most Swiss way possible: With an Apéro, a get-together with drinks and finger food. Join us and let’s raise your glasses to the third edition of Ludicious – Zürich Game Festival.



«DERU – a cooperative puzzle game» brings two players together in a cooperative gaming experience, in which they solve abstract and complex levels. With teamwork, timing and tactical placement both players bring color into the world of Schlicht. Mutual helping and protecting are fundamental parts of the gameplay. To be successful the players have to communicate and plan outside of the game.

Developed by INK KIT.


Everybody’s favourite event from Ludicious 2016 is back again. So warm up your voices and get ready for a fun night of drunken songs about games.

What is Marioke?

Marioke is a night of karaoke classics rewritten to be about videogames. Perhaps that sounds like a joke and that’s how it began — a one-off show at Nottingham GameCity in 2011 — but now it’s a cult event with a monthly residency at the Loading Bar in London and an international army of boisterous, vocal fans. And when they’re not entertaining the capital, the One Life Left team take Marioke around the world, performing their ever-growing roster of songs with audience members at studios, conferences and parties and now Ludicious.

Sure, but what does that actually mean?

If you’ve never been to Marioke just imagine it as a karaoke night in an alternate universe; one where popular culture is entirely defined by games. The rules for each evening are simple, just like karaoke: sing your heart out, whether you can sing or not, and support the people on stage like they’re rock stars. Attendees pick a song from the songlist and sign up with the team at the front. When their names are called they come on stage with the Marioke team ready to back them up, and four minutes later they leave as heroes.
While there are in-jokes aplenty (“Hello” is about Halo, “Purple Rain” about Heavy Rain and “Common People” is a song about a PC gamer who wants to live life like Console People), the lyrics are broad enough to ensure you don’t need to be obsessed with videogames to enjoy Marioke. “I’m a Believer” is about Windows mainstay Minesweeper; “Take On Me” recalls platform classic Donkey Kong. Videogames are for everyone now and so, it turns out, are stupid songs and stupid jokes.
So: 250 all-new, sing-a-long classics and a night in a private, irony-free universe where we’re all superstars and everything is amazing. If you haven’t joined the Marioke army yet, maybe it’s time?

You can read the songlist and watch some videos to rehearse the songs at home if you want to, or you can just show up and storm the stage


Ludicious and MeetToMatch have partnered up to bring you the most effective way for doing business in the games industry. Through the online meeting platform, you can invite dozens of potential business partners to 30 minute, face-to-face meetings. After your invited partner confirms the meeting, your personal agenda is updated with a table number at the meeting venue, so you can meet on January 27. Don’t miss your chance to meet the publisher or investor of your dreams.

How to get access

If you have a Conference pass, or a Business Day Pass Friday, you will receive access to the online meeting manager. In order to send out meeting requests to other people in the system, you will need a Business Deluxe upgrade with your ticket. Did you already buy a ticket, and would like to upgrade? Just log in to the MeetToMatch-system, and look for the «Upgrade here» link on your Dashboard tab. If you have any questions about MeetToMatch at Ludicious, please email

MeetToMatch login

Check out the list below to see who has joined already.


The Match-Making Module by Engagement Migros offers highly qualified Swiss creatives targeted networking with international investors, distributors and publishers, helping them to break through internationally thanks to valuable contacts and coaching sessions.

If you would like to meet the projects in the accelerator and learn more about them, head over to our ticket shop to start booking your meetings.

For further information, please contact Marie Mayoly via

Participating Projects

Ludicious Business Accelerator Partner

VR Gamer

Looking for Imago

Looking for Imago is an organic 2D platform & puzzle game which takes place in the realm of insects. In this game you incarnate a tiny character guided by his instinct to find Imago, his own Imago. During your journey to reach it, you will be led to help and tame the nature to progress in your quest…

This video game is developed in its author’s spare time.

Developed by Aurélien da Campo


BlokQuest is a retro arcade puzzler inspired by old classic falling tile games such as Columns.

Developed by ZappedCow

Square Magnets

Change the poles and use the force of the magnets to reach the exit.

Developed by Marco Trachsler.

Varietas de Bry

Varietas de Bry is a game proposition to invite the gamer to discover old engravings from the renaissance and trying to find intruders in the engravings.

Developed by HEAD GENEVA

University: HEAD Geneva

New Pretender

New Pretender is an intelligent portative love coach that whispers you sentences to repeat (compliments, lies, promises) in order to charm a lady. The purpose of this game is to enable people to experiment manipulation techniques (compliment, lie, promise) while playing in the litteral sense – with a boob-shaped joystick – with people around them.

Developed by Mathilde Buenerd

University: HEAD Geneva


Warmer is a game about memory in a 2d non-euclidean space

Developed by Ivan Gulizia & Issa Barbier

University: HEAD Geneva


BloodBank is a game where you need to escape Dracula’s Castle using a real match to guide you.

Developed by Laurent Monnet, Sébastien Beureux, Vincent de Vevey

University: HEAD Geneva


Watcher is a VR game about watching over your cubs. The player takes on the role of a wild animal and communicates with their cubs by nodding or shaking their head.

Developed by Kinwatchers.




Bämeräng is a fast paced boomerang duelling game. Two players fight over shiny coins on a plateau above the deserts of a colorful world.

Developed by Tim Bürge und Aaron Abt

University: Zurich University of the Arts (ZHDK), Subject Area in Game Design


Myria is an adventure game that merges traditional point-and-click gameplay with the immersive experience of VR. Uncover the secrets of an unknown alien planet by exploring your surroundings and solving engaging puzzles. Inspired by the classic game “Myst” and “Riven”, Myria was created as a study on how the adventure genre can be adopted to VR.

Developed by Laslo Vetter & Xavier Heimgartner.

University: Zurich University of the Arts (ZHDK), Subject Area in Game Design

Designing for User-Generated Content

This talk will be about the challenge to design for content that is being generated by the users – a challenge the team of CCP is facing for Eve Online.

Swiss Game Academy: in einer Woche zur_zum Spielentwickler_in

Dieser Talk dreht sich um die Swiss Game Academy, einen einwöchiger Kurs mit dem Ziel, alle Berufe kennenzulernen und auszuprobieren, die mit dem Spieleentwickeln zu tun haben. Nach einer kurzen Vorstellung des Konzeptes der “Swiss Game Academy” werden die letzten beiden Ausgaben des Anlasses thematisiert und die Ergebnisse zusammengefasst. Ausserdem soll ein Ausblick vermittelt werden auf die nächste Ausgabe, die im Sommer 2017 stattfinden wird. Es werden die Kursthemen vorgestellt und natürlich erklärt, wie es ist, in nur eine Woche ein eigenes Game zu entwickeln!

VR Pigeons

VR Pigeon is a multiplayer Cardboard game.



Developed by Maestro Pivetta.

University: Filmakademie Baden Würtemberg

We Fit

We Fit is a collaborative action puzzle. Quickly find the way to fit everyone or get crushed by a giant hydraulic press.

Developed by Team We Fit.

Part of the #SwissGames exhibition curated by David Javet and the SGDA.


Everblind is a 2-4 competitive local multiplayer game. In this antique wizards’ board game, everyone controls invisible, magic-infused balls and must capture a golden artifact to win the game. Stay hidden and startle your opponents as you destroy them with a sneaky move.
Everyone is invisible. If you are lost you can reveal yourself, but that also means other players will know where you are…

Developed by Digital Kingdom.

Part of the #SwissGames exhibition curated by David Javet and the SGDA.


Splash Blast Panic

SPLASH BLAST PANIC is a multiplayer competitive party game where you must shoot, ram, dodge and overall bully your opponents outside the screen with a variety of watergun-based weaponry. Inspired by old arcade titles as well as newer competitive party games, ruin all your friendships in a variety of stage which may or may not have various level of gimmicks that could backhand you if you’re not careful, or tell that person you always despised your true feelings with waterbomb launchers, bubble prisons, watergun sentries, reflective shields and more!

Developed by Team Kwa Kwa.

Part of the #SwissGames exhibition curated by David Javet and the SGDA.

Don’t Kill Her

Don’t Kill Her is an oddly cute indie game featuring a seemingly dead woman, and you, playing her murderer.

Developed by Wuthrer.

Part of the #SwissGames exhibition curated by David Javet and the SGDA.

Double Tap

To make absolutely sure of something you double tap.

Double Tap is about guns, their effect on games and how that changes us (and the world). It’s a challenging piece that requires the audience to reflect on the games they play and create. Are games really fixated with firearms? Is that a problem? Why is the double tap important? And why did lying face down in a bush make me feel the most human I’ve ever felt inside a digital world?

Virtual Reality Tools for Work

The future of construction and interior planning is digital. Janina’s goal is it to move the planning workspace to virtual reality, where the freedom of action in a 3D space enables interactions with the planning spaces like never before. But this new world needs tools that enable the user to work as freely as they want. Janina will talk about her approach to designing these tools and why she thinks it’s important to discard the ‘screen space thinking’ as quickly as possible.

Janina Woods

Janina Woods is a game designer with specialisation in Virtual Reality development. She has been working on VR since 2013 and built her knowledge of VR design with various applications on different VR platforms from the DK1, over GearVR and Daydream to the HTC Vive. After co-founding and being part of the VR/AR Zurich studio Ateo for three years, she joined the ETH-Spinoff Inspacion in 2016, where she can dedicate her time to developing the VR tools of the future. As part of the Digitalbühne Zürich, she’s also working on VR Experiences that bridge the gap between theatre and the virtual world, experimenting in bringing those two closer together.

Lunch Break

Karl Zechenter

Karl Zechenter is an artist, working in performance, theatre, media and visual arts and sound art, living in Austria. He loves to work collaboratively and is founding member of the artist group gold extra. His works are artistic research in media, technology and societal issues. He is assistant lecturer at the Graphics Department, Mozarteum (University of Arts), Salzburg and chairman of the umbrella association for all arts institutions in the county of Salzburg (Austria), dealing with contemporary arts (Dachverband Salzburger Kulturstätten).

Brendon Trombley

Brendon is a game designer, developer, and educator who has been working in the games and education space for 8 years, spending much of that time working within Quest to Learn, a New York City public school. Specializing in creating elegant standards-based games for the classroom, he has presented his work at events such as Digital Media and Learning, Games Learning and Society, New York Comic Con, Games for Change, and others.

Getting Insights into User Behavior in Educational Games

An important aspect of teaching someone a new skill is to understand the learner and its motivations and knowledge. Over the past years computer systems, especially educational games and intelligent tutoring systems have become much better at adapting the user experience to match the level of the learner. Intelligent Systems automatically adjust difficulty levels or find optimal learning paths for users to have a smooth learning experience. Furthermore, by collecting a lot of data about the individual interactions of users with the computer systems, it has been possible to identify properties of users that are not directly observable, such as the motivation of the player or potential learning disabilities. This deeper understanding of the learner allows to further adapt the systems to the individual needs. Similar techniques have been applied to games such as Minecraft to better understand how players are collaborating in this virtual environments.

Eling de Bruin

My research is focussed on the mechanical interaction with the environment (e.g., exerting a force on the environment in a specific direction), the use of perceptual information, the effects of specific movement parameters (e.g., speed, amplitude, and frequency) on the stability of patterns of coordinated movements, and the acquisition of perceptual-motor skills in learning. These topics are being studied in people of all ages and in people with specific (neurological) movement disorders.

Biography: Degree/Higher education

  • B.Pt. 1986 (Physical Therapy); M.Sc. 1995 (Human Movement Sciences); Ph.D. 1999 (Human Movement Sciences); Habilitation (Venia Legendi) ETH, Zurich, Switzerland, 2010 (Motor Control and Learning)

Professional career

  • 1987-1991: Physical Therapist, Switzerland.
  • 1999-2000: Teacher in Rehabilitation Sciences at the Health Polytechnic, Aarau, Switzerland.
  • 2000-2004: Research assistant at Federal Office for Sport (BASPO), Sport Sciences Institute (SWI), Magglingen (50%); Postdoc position at the Institute for Biomechanics, ETH Zurich, Switzerland (50%).
  • 2004-2008: Senior Research Fellow and Lecturer at the Institute of Human Movement Sciences and Sport ETH (50%); Senior Research Fellow at the Institute for Rheumatology and Physical Medicine University Hospital Zürich (50%).
  • 2008-2010: Senior Research Fellow and Lecturer at the Institute of Human Movement Sciences and Sport ETH.
  • 2010-date: Adjunct Professor at the Institute of Human Movement Sciences and Sport ETH.
  • 2014-date: Associate Professor at Department of Epidemiology, CAPHRI School for Public Health and Primary Care, Maastricht University & Centre for Evidence Based Physiotherapy, Maastricht University, Maastricht, The Netherlands.


How to guide the player – interactive tutoring in Cities: Skylines

When a user launches your game, you can be fairly certain they want to play. What drew them to the your game? Do they know how to play it? Can the developer help? Learn how marketing, design and tutoring can help the player to enjoy the game fully and play it as intended. Guiding a player within the game is delicate work but can change the whole game experience from awful to awesome when done right.

Karoliina Korppoo

Karoliina Korppoo has been working as a game designer at Colossal Order for over four years. She has background in graphic design and QA, but has found her calling in design. She is the lead designer of Colossal Order’s latest title, Cities: Skylines. Projects: Cities in Motion Cities in Motion 2 Cities: Skylines

Robert Sumner

Robert Sumner is the Associate Director of Disney Research Zurich (DRZ) and an Adjunct Professor at ETH Zurich. At DRZ, Robert leads the lab’s research in animation and games. His research group strives to bypass technical barriers in animation and game production pipelines with new algorithms that expand the designer’s creative toolbox in terms of depiction, movement, deformation, stylization, control, and efficiency. Robert received a B.S. degree in computer science from the Georgia Institute of Technology and his M.S. and Ph.D. from the Massachusetts Institute of Technology. He spent three years as a postdoctoral researcher at ETH Zurich before joining Disney. At ETH, Robert teaches a course called the Game Programming Laboratory in which students from ETH and the Zurich University of the Arts work in small teams to design and implement novel video games. In 2015, Robert founded the ETH Game Technology Center, which provides an umbrella over ETH research, teaching, and outreach in the area of game technology.

Ludicious Unconference

The Unconference is an informal event to discuss the creation and culture of games. At the start, people propose topics for discussion. During the event, participants move between sessions based on what interests them most. Everyone is encouraged to propose topics, and we want to hear a wide range of voices, so do join us on Saturday afternoon!

Power of Communities – 10 Years of IGDA Finland

How IGDA Finland became the biggest chapter in the world. What are the benefits of having an active game developers community.

Lunch Break

The Unreliable Gamemaster: Increasing Immersion in Story-Driven Games

Hit titles like Gone Home, Firewatch, and INSIDE have redefined storytelling in video games. The immersive power of these titles can be partially attributed to a significant shift in the role of the game designer. Must the game designer always be an impassive enforcer of rules and winning conditions? Does a game need clearly defined objectives? This talk will explore the traditional relationship between game designers and players, and how breaking formal structures can increase immersion in story-driven games.

Being a Game Designer: Principles for a Thoughtful Practice

Most talks on games focus on how to make a better product – a more successful game. This session frames what game designers do in a different way. I want to ask the question: How can being a game designer help shape our lives?

Apart from the problems and challenges of designing particular games, what are the attitudes and approaches of game design that can connect us more deeply to what we do on a daily basis? For example, practitioners of Parkour see it not just as a series of techniques for jumping over walls, but as an attitude that can permeate every moment of a someone’s life. Could we take a similar approach to game design? Is it possible to think about game design as a way or mode of being?

The talk is structured as a series of ‘principles.’ The principles help describe games as a cultural form, and they also describe game design as a creative practice. The principles are drawn from Eric’s experience as a designer, player, and teacher and are meant to express how being a game designer can be meaningful for our  lives both inside and outside of games.

Exploitation of Gaming Motivation in ZHdK Rehab Games and Exergames

Current developments of Serious & Applied Games indicate a paradigm shift of the genre. The early combinations of game patterns with non-game content grew into the game constructions of today, which feature elaborated design of visuals, mechanics and motivation. As a developer of many Serious & Applied Games, the Zurich University of the Arts experienced such changes itself and contributed to a more complex layout of such products, especially in regard to the exploitation of gaming motivation. The talk analyses and illustrates current tendencies in the design of Serious & Applied Games.

«Project Discovery»: Enters Citizen Science

‘Project Discovery’ is the first implementation of the concept Massively Multiplayer Online Science. It is a joint effort of EVE Online, MMOS and the Human Protein Atlas to bring real life science into major computer games as a seamless gaming experience. It is the first serious game implemented inside a AAA video game and a perfect example of the blurred boundaries between serious and leisure games. Come and hear about the results and the future plans.

New narrative Approaches in Documentary Games

The flight of refugees to Europe, the after-effects of the African world war, colonial history in the U.S., street vendors in Dar es Salaam, frozen conflicts in the Ukraine, these are altogether themes of computer games by the artist group gold extra. The issues are as diverse as the presentation. New content calls for new approaches: How can a documentary perspective be represented in a game? Karl Zechenter delivers insights into the aesthetic and dramaturgic processes behind these games.


How Do Video Games Affect the Human Body & Brain?

Design Considerations for Games Intended to Improve Health & Mobility of Older Adults

General description: The health and well-being of a person depends on the complex interactions in physical, cognitive and social domains [cf. International Classification of Functioning (ICF) by the World Health Organisation, Geneva (see]. Even in the absence of overt pathology, motor functioning can deteriorate, as evidenced by the incidence and impact of falls in aging populations. Falls are one of the most common reasons for medical intervention in older people and their occurrence might initiate a vicious cycle of decline leading to fear of falling, nursing home admittance and loss of independence. Falls among older adult populations often occur during walking, and gait dysfunction is included among the many risk factors for falls.

Although more traditional training programmes are able to increase muscle strength and improve balance and, therefore, positively influence some measures of gait, they often do not impact on spatial and temporal characteristics of gait that are associated with distinct brain networks. Because these gait characteristics are associated with distinct brain networks, it can be hypothesised that addressing neuronal losses in these networks may be an important strategy to prevent mobility disability in older adults.


A way to bring in a cognitive element into an exercise program is the use of virtual reality techniques. There are some reports on the use and effects of virtual reality exergaming-training in various populations. Methods using immersive computer technologies resulted in improved motor functions of upper extremities and a cortical activation after virtual reality intervention in patients with chronic stroke. Older adults benefited from training in terms of improved functional abilities, postural control and simple auditory reaction times under dual task conditions.


This talk will focus on the relation between the use of exergames and their influence on physical functioning of elderly. As people age, a self-reinforcing, downwards spiral of reduced interaction with challenging environments and reduced brain health significantly contribute to cognitive decline. Furthermore, brain activity needs to be able to adapt to challenges posed from the environment. Novel training paradigms; e.g. virtual reality interaction exergaming, indicate they might be able to effect on brain functioning in elderly. This talk specifically discusses [1] the theoretical relevance of novel Exergame training approaches and [2] presents research data suggesting that diagnostic systems and game-based brain exercise training that specifically focus on aspects of neuromuscular functioning in (frail) elderly are effective for ameliorating cognitive & physical function.

Quest to Learn: Supercharging School with the Power of Games

Brendon will present design elements of Quest to Learn, an innovative public school in New York City that embraces elements of games as key components of its school model. Brendon will share examples and best practices from various aspects of this multi-faceted vision of public school, from using systems thinking to the training of teachers to the co-design of games and game-like curricula for the classroom.

The Development of Nevermind: Stress and Trauma Meets Fun and Games

Nevermind is a biofeedback-enhanced game designed to help players become more mindful of their stress reactions while also addressing themes of PTSD and psychological trauma. In this talk, Erin Reynolds, Nevermind’ Creative Director, discusses Nevermind’s approach to creating a compelling “traditional” gaming experience that also promotes wellness and explores topics about mental health.

From the eyes of another: reflections on empathy and embodiment.

Overview of the theoretical background of The Machine to Be Another. We’ll talk about state of the art research on embodiment, prosocial behavior, and VR technologies. BeAnotherLab will present possible applications of these tools that may be of interest for neuroscientists, psychologists, social workers, philosophers, anthropologists, and a wide range of disciplines. Methods and tools for creating body transfer illusions will be presented, particularly using The Machine to be Another, a Creative Commons initiative that allows anyone to see, touch, and interact with the world from the perspective of another real person. An overview of their research as well as relevant questions emerging from it will be presented.

Marte Roel

BeAnotherLab is an interdisciplinary multinational group dedicated to understanding, communicating and expanding subjective experience; focusing their work in understanding the relationship between identity and empathy from an embodied perspective. Since 2012 the group uses virtual reality and techniques derived from neuroscientific research in developing innovative applications in art, scientific research, social projects, healthcare and education, putting a strong emphasis in the impact of their work in people’s lives. Their work is based on an inclusive distributed model of action-research and collaborative design methods. Their work has been presented in over 25 countries, having held collaborations with institutions such as MIT, the Max Planck Institute, and Université Paris Descartes between multiple others. They have been awarded by Ars Electronica (2014), Laval Virtual (2014), FastCo Design (2014), the European Network of Innovations in Culture and Creativity (2015), the European Social Innovation Competition (2016), between multiple others.

Augmented Creativity

A talk by Dr. Robert Sumner. More information will follow soon.

Optimizing OpenGL ES & Vulkan VR renderers

High frame rate and low-latency rendering is essential for users to feel immersed in VR experiences. These hard requirements highlighted 3D graphics API limitations that were preventing VR titles from making the most of the CPU & GPU cycles available to them. In this session, Joe will overview fast paths that have been added to the Khronos group’s OpenGL ES & Vulkan 3D graphics standards to enhance application VR performance

Deep Learning for Character Animation

More information coming soon.

How Close Are We from True Interactive Drama?

More than ever, video games appear to be a storytelling media. However, the player’s gaming activity, as she is interacting with the game mechanics, tends to be separated from the narrative component. The perspective of Interactive Drama, as introduced 30 years ago, according to which the player would be a character, interacting with NPCs as the heroes in a play or movie and influencing the course of the story, has not been fully achieved so far.

Academic research for the last decades in Interactive Digital Storytelling has investigated how Artificial Intelligence could contribute to fulfilling this goal. Are we there yet? Research prototypes have shown that AI could be used to build a psycho-social layer for games, serving as a backbone for procedural narrative. It also been shown that this layer needs to be completed by higher level narrative properties, such as tension, suspense or surprise, related to the cognitive and emotional nature of narrative, as a communication device between an author and its audience. These properties can also be modeled using AI. Finally, we have learnt that content is crucial: while authoring burden have lead some researcher to investigate machine learning for inferring computational models of narrative, others incorporate the authoring process within the design of models. That’s where industry could meet research, bridging the gap between advanced computational narrative systems and content creators.



Simulation and Character Animation in Games

A quick look at how different people in the industry address character animation, and where simulation can help.

Computational Design and Manufacturing of Physical Characters

Fabrication-oriented design has recently gained increasing interest from the computer graphics community, triggered by advances in 3D manufacturing technologies. With modern 3D printing technologies, we can manufacture rigid, articulated, mechanical or deformable characters of almost unbounded complexity at the press of a button, shifting the design complexity towards computation. In this talk, I will first discuss a method to turn asymmetric shapes into stably spinning toy models. I will then talk about a technique that takes virtual articulated characters in the form of skinned meshes, then estimates a fabricatable, jointed model that approximates the 3D kinematics of the original character in a piecewise linear manner. This technique can be understood as a first instance of a “3D print button” for animation software. I will then touch upon an interactive technique to edit the motion of mechanical character in a function-preserving manner and highlight applications in games. Last but not least, I will talk about a method to design and fabricate custom deformable game controllers.

Real-Time Fluid Simulations – Challenges and Research

Real-time fluid simulations are considered as one of the major challenges in the field of physically-based simulations. These simulations require tremendous computational resources in order to reach the desired complexity and visual quality. In this talk, I will highlight the challenges of fluid simulations and present recent and ongoing research aiming at reducing the computation time. State-of-the-art examples for real-time virtual liquids and smoke will be shown.

What Does a Publisher Look For?

Trying to find partners to work with on your game can feel like a scary process, even when it goes well! So to help demystify the process and give you a better chance to impress, Phil will share some insight into what publishers often look for in a game, team or pitch. Make sure to bring all your questions – this is your chance to ask anything!

Secrets to Avoid Complete Business Failure

The barriers to entry continue to drop. Yet, the barriers to success are higher than they have ever been. Making a great game is the starting point. While we all know that marketing your game and building a community of fans are some of the ingredients to commercial success, time and again developers make dumb business decisions that torpedo their chance to have meaningful success. This session will dig into some secrets to ensure you don’t completely bomb in the marketplace.

Demystifying Influencer Marketing for your next Game

The game markets have become overly saturated and user acquisition costs are ballooning for all game developers and publishers. YouTube and Twitch creators, otherwise known as influencers, have become an important source of information for games. With more than 90 percent of gamers watching YouTube videos at least once a week and two-thirds of consumers trusting consumer opinions posted online, influencer marketing has become a critical component of discovery and distribution. This talk is focused on demystifying influencer marketing and provides a framework to identify the right influencers and maximize your ROI.

Live from the Production Trenches: Universal Tips for Teams of All Shapes and Sizes

Making games, whatever the size of your team, from garage-indie to AAA behemoth, can often turn into a painful Rogue-Like experience. Before spending too many lives yourself overcoming obstacles, consider these ten tips from the trenches: they’ll help your project, yourself, and your team.

Hill Climb Racing 2: The Race for Engagement and Retention

Abstract: High level overview of Fingersoft’s tools and process for improving engagement and retention in the new game compared to the original Hill Climb Racing. I will be showing some examples of A/B tests with results and also comparisons to original HCR.

Lunch Break

Finding Your Niche in Gaming – Case «Drive Ahead!» Games

At Ludicous 2017 Erik’s topic is “Finding Your Niche in Gaming – Case Drive Ahead! Games”. The talk covers positioning games on the market and going from a single game production to developing a family of games.

Full-Spectrum Indie

A story of how I turned from an artist working at a AAA studio to an indie who does game design, level design & scripting, sound effects, music and, whenever I have the time, art. I don’t do all of these things only out of necessity or because we couldn’t afford anything else but because it nets the best results for our team and it’s the most satisfying position for me personally. I’ll cover how and why I ended up in this role and how I handled the identity crisis and other challenges that followed. I’ll offer tips and advice on how the audience could broaden their skillsets and how teams, both big and small, could get more bang for their buck.

Business Booster Panel

The business booster panel will discuss ways to support local and regional game developers. Approaches and best practices will be presented as well as new initiatives. Moderated by Tobias Kopka.

An Introduction to Kickstarter

Michael Liebe will give a short introduction to Kickstarter.

Case Study: Niche – A Genetics Survival Game

Philomena Schwab will present a Kickstarter case study based on the game Niche – A Genetics Survival Game.

Case Study: Jupiter Hell

Kornel Kisielewicz will present a Kickstarter case study based on the game Jupiter Hell.

Case Study: Everspace

Michael Schade will present a Kickstarter case study based on the game Everspace

Case Study: Highrisers

Nico Grupp will present a Kickstarter case study based on the game Highrisers

Kickstarter Q&A

A Q&A on Kickstarter the presenters of the case studies.

Joe Davis

Joe Davis is a Senior Developer Relations Engineer in Samsung Electronic’s game ecosystem team. With 7+ years of 3D graphics application debugging and optimization expertise, he spends most of his time helping developers improve their OpenGL ES and Vulkan rendering engines. Prior to joining Samsung, Joe led PowerVR graphics developer support at Imagination Technologies.

Nicolas Szilas

After completing of his Ph.D in Cognitive Science in 1995, and two postdoctoral positions in Montreal, Nicolas Szilas joined a video game studio in 1997, in order to manage the newly created R&D program on AI for video games. From 1999, he conducted his own research program on Interactive Drama. Since 2003, he has been working on his project in French, Australian and Swiss Universities. He is now Maître d’Enseignement et de Recherche at TECFA, University of Geneva, in the fields of games, narrative, learning and technology. He has been involved in several Swiss and European projects related to Interactive Narrative. In 2015, his team released Nothing For Dinner,  an interactive drama and educational game that is the outcome of interdisciplinary research at the crossword of narrative theories and computing.

Martin Guay

Martin Guay is a computer animation scientist developing tools and models for character animation. After studying mathematics, Martin joined Cyanide Studio in Montreal, where he worked on several game titles including Game of Thrones and Blow Bowl. He then spent several years in academia, first developing real-time fluid simulation algorithms during his Master’s (received in 2011 from Sherbrooke University, Canada), and then sketch-based interfaces for character animation during his Ph.D. (received in 2015 from INRIA, France). Martin is now based at Disney Research in Zürich and his work is focused models for responsive character animation based on the control of simulated characters.

Bergur Finnbogason

After graduating from London Metropolitan University with a MA in Architecture of rapid change and scarce resources, Bergur went on a path to explore the possibility of architecture and urban planning in the digitally built world of World of Darkness. The aim was to build a familiar city with a dark twist with a fairly limited team, forcing the team to think how we can translate the world around us into algorithms. After the title got canceled in 2014, Bergur joined the EVE Online team in Reykjavik. There he has both produced and managed projects as creative producer, then development manager.

Bergur lives and works in Reykjavik, Iceland.

Making Games

AgentCubes: Kreiere ein 3D Online Game (9+)

In diesem Workshop lernst du wie man ein 3D Spiel baut. Du lernst 3D Objekte zu kreieren, 3D Welten zu bauen und das Spiel zum leben zu bringen durch einfaches drag and drop Programmieren. Teil dein Spiel mit deinen Freunden. Das Spiel läuft in allen modernen Browsern inklusive Smart Phones. Du brauchst keinen Erfahrung in 3D Modellierung oder Programmieren.

Der Workshop hat zwei Teile. Am Morgen bauen wir zusammen ein einfaches Frogger (Crossy Road) oder Pac-Man Spiel um das AgentCubes online Werkzeug kennen zu lernen. Am Nachmittag baust du dann dein eigenes Spiel. Bring deine Freunde und arbeitet zusammen.

Alter: ab 9 Jahren

Anmeldung per email an

Agent Cubes Online

Super Mario Maker II (8+) AUSGEBUCHT

Der berühmte Super Mario hat schon viele verschieden Abentuer erlebt. Aber jetzt können zum ersten Mal die Spieler ihre eigenen Levels für ihn gestalten. Mit Super Mario Maker ist das erstellen von Levels so einfach, wie eines zu spielen. Nach einer kurzen Einführung zu den einfachen Werkzeugen, können wir schon bald unsere eigenen coolen, lustigen, schwierigen und verrückten Levels bauen und spielen.
Sonntag, 29. Januar, 2016, 13:30 Uhr
Dieser Workshop findet von 10:00 – 12:30 ein weiteres mal statt.
Ab 8 Jahren
Per email an

Thymio: Fragen und Antworten bei Tee und Kuchen

Nach Abschluss der Workshops gibt es die Gelegenheit, bei Tee und Kuchen Fragen zu stellen und Rückmeldungen zu geben. Workshopleiter und das Thymio-Team stehen bereit um Auskunft zu geben.

Für diese Veranstaltung ist keine Anmeldung nötig.

Super Mario Maker I (8+) AUSGEBUCHT

Der berühmte Super Mario hat schon viele verschieden Abentuer erlebt. Aber jetzt können zum ersten Mal die Spieler ihre eigenen Levels für ihn gestalten. Mit Super Mario Maker ist das erstellen von Levels so einfach, wie eines zu spielen. Nach einer kurzen Einführung zu den einfachen Werkzeugen, können wir schon bald unsere eigenen coolen, lustigen, schwierigen und verrückten Levels bauen und spielen.
Sonntag, 29. Januar, 2016, 10:00 Uhr
Dieser Workshop findet von 13:30 – 16:00 ein weiteres mal statt.
Ab 8 Jahren
Per email an

Thymio Workshop II (9-ca. 13 Jahre)

Ein Workshop für Kinder und Jugendliche, die Roboter programmieren wollen – mit einer benutzerfreundlichen, grafischen Programmiersprache.

Die Teilnehmenden werden zuerst eine kurze Einführung zu den Robotern und zu der visuellen Programmiersprache erhalten. Durch eine Reihe von Übungen werden sie die verschiedenen Möglichkeiten des Thymio Roboters entdecken. Nach der Einführung können sie selber ihre eigenen Abläufe programmieren und dem Roboter beibringen aus einem Labyrinth zu entfliehen. Am Ende gibt es einen kleinen Abschlusstest.

Dieser Workshop findet von 13:00 – 14:30 ein weiteres mal statt.

Anmeldung per email an


Thymio Workshop I (9-ca. 13 Jahre)

Ein Workshop für Kinder und Jugendliche, die Roboter programmieren wollen – mit einer benutzerfreundlichen, grafischen Programmiersprache.

Die Teilnehmenden werden zuerst eine kurze Einführung zu den Robotern und zu der visuellen Programmiersprache erhalten. Durch eine Reihe von Übungen werden sie die verschiedenen Möglichkeiten des Thymio Roboters entdecken. Nach der Einführung können sie ihre eigenen Abläufe programmieren und dem Roboter beibringen aus einem Labyrinth zu entfliehen. Am Ende gibt es einen kleinen Abschlusstest.

Dieser Workshop findet von 14:30 – 16:00 ein weiteres mal statt.

Anmeldung per email an


Dynomite (12+) – Entwickle Dein Erstes Videospiel AUSGEBUCHT


In diesem Workshop wirst du dein erstes FPS Videospiel mit Unity 3D kreieren.

Dein_e Held_in ist Hüter_in im berühmtesten Dino-Park der Welt. Das Ziel ist es die Dinosaurier mit dem SMETH zu füttern. Das SMETH ist einer Futterkanone die speziell zum Fleisch kochen und werfen entwickelt wurde.

Workshop Ablauf:

  1. Präsentation des Spieles das Entwickelt wird
  2. Übersicht zum Unity 3D Programm und Erklärung des Spielkonzepts
  3. Erstellen des 3D Dino-Parks
  4. Entwicklung des SMETH (Special MEat THrower), welches zum Füttern der Dinosaurier verwendet wird.
  5. Erstellen der Künstlichen Intelligenz des Dinosauriers und der Regeln des Spiels
  6. Nach diesen geführten Punkten helfen die Workshopleiter_innen den Teilnehmer_innen das Spiel mit eigenen Ideen zu ergänzen und den besten Dino-Park zu bauen. Ein paar Projekte werden nach dem Workshop dem Publikum Präsentiert.

Wenn du älter als 12 bist und Lust hast dein erstes eigenes Spiel zu kreieren, dann melde dich jetzt an.


  • Alter: 12 +
  • Leidenschaft für Videospiele und der Traum ein_e Entwicklerin zu werden.
  • Man muss weder Programmieren noch Zeichnen können.
  • Ein eigener Laptop (PC oder Mac). Wenn du keinen eigenen Laptop hast melde dich bitte bevor du dich anmeldest, wir werden versuchen eine Lösung zu finden.


Sonntag 29. Januar 217, 10:00 – 16:00

Für diesen Workshop können Sie sich via folgendem Link anmelden:



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Erik Pöntiskoski

Erik is CEO of the Dodreams game studio. As a startup entrepreneur, he has learned to survive by validating concepts early through sales as evidence of real customer interest and building the best possible team for projects. Previously he has been lecturer and PhD Candidate in marketing at the Aalto University. He coaches early stage startups on business models and sales at the Startup Sauna and Aalto Ventures Program.

Ville Rauma

Ville is a grizzly game development veteran with a programming background who is now enabling super talented teams to create the best mobile games on the planet.

At Fingersoft he has worked on titles reaching hundreds of millions of players including Hill Climb Racing and the new hit sequel Hill Climb Racing 2.

Fleur Marty

Fleur is the producer of the Deus Ex Live Team at Eidos Montréal. While she started her career as a programmer, her curiosity, strong leadership skills, and passion towards other people and their skills quickly led her to project and production management. She joined Eidos Montréal 3 years ago, after working 11 years in France as a web, transmedia, and games producer. Her passion for all games, combined with her positive spirit, production experience, creativity, and love for people, help her to successfully innovate and bring out the best in each member of her team.

Erin Reynolds

Erin Reynolds is the Founder, President, and Creative Director of Flying Mollusk. She has a diverse background spanning over 10 years in game development within a variety of different environments, including as a developer (PC, console, handheld, social, and mobile), publisher, academic, and now indie. Erin is passionate about the potential games have to empower, educate, and inspire players of all kinds and to make the world a better, more playful place.

To this end, she took a sabbatical in 2009 to pursue her MFA through the prestigious Interactive Media & Games Division of the School of Cinematic Arts at the University of Southern California. There, Erin led projects such as Trainer (which won the two top awards for Michelle Obama’s Apps for Healthy Kids competition at the White House) and the critically acclaimed biofeedback thriller game, Nevermind.

As Chief Mollusk of Flying Mollusk, Erin is dedicated to continuing to create edgy games and interactive art that leave a lasting positive impact on the user and world.

Moritz Bächer

Moritz Bächer is a Research Scientist in the Computational Materials group at Disney Research Zurich. His research interests lie at the intersection of computer graphics and digital fabrication and span a wide range of computational aspects therein: interactive design, physically-based and geometric modeling, and data-driven techniques. He applies his knowledge to tackle computational design and digital manufacturing problems at toy, animatronic, and architectural scales. Before joining Disney, he received a Ph.D. from the Harvard School of Engineering and Applied Sciences and graduated with a Masters from ETH Zurich.

Chino Noris

Chino Noris is a software engineer and designer. He worked six years at Disney Research, focusing on Computer-Assisted 2D Animation and Augmented Reality. He then joined the UK based Studio Gobo, working as game developer on multiple titles, including Disney Infinity and For Honor. Last year, he joined Oculus, and has since focused on Mixed Reality, designing and prototyping experiences to support tech development.

Company: Oculus

Barbara Solenthaler

Barbara Solenthaler is a senior research scientist at the Computer Graphics Laboratory at ETH Zurich, Switzerland, where she leads the lab’s research in physically-based simulations. She is focusing on the development of new algorithms to improve the simulation of complex materials such as fluids in terms of efficiency, visual quality and applicability in visual effects. Amongst others, data-driven approaches for simulations and game-based learning are explored in her research.

Barbara received her M.S. degree in Computer Science from ETH Zurich and her Ph.D. in Computer Science from the University of Zurich. At ETH, she teaches a course on physically-based simulations and has recently held the Symposium on Computer Animation 2016 conference, which is an important scientific venue for international academic and industrial experts in the field of computer animation.

Severin Klingler

Severin Klingler is a Ph.D. candidate at the Computer Graphics Laboratory at ETH Zurich in Switzerland. His work focuses on making educational games more personal and more effective by crunching a lot of data about the students that are using the learning systems. His research interests include machine learning and statistical methods to derive generic models of student knowledge and engagement.

Control Conference





Square Enix Collective


Antti Tiihonen

Almost Human, Co-founder

Antti is an indie game developer and a freelancer who likes to work in multiple creative roles, preferably all at once. He is one of the co-founders of Almost Human, the micro-sized indie studio behind the Legend of Grimrock series of old school role playing games.


VR Connects

ViSP – Virtual Space Port


About ViSP – Virtual Space Port

ViSP – Virtual Space Port is a creative building strategy game, designed and developed for Virtual Reality. The player constructs a unique space station, manages his resources and defends his structure against approaching enemies. All game mechanics utilize the ability to move freely in VR, encouraging the player to build up complex structures in his own creative way. The intuitive controls allow the player to interact with his construction by moving, rotating and expanding the station in an easily understandable manner. Instead of another fast paced physics simulation, ViSP provides tactical gameplay intended for longer play sessions.

The game was developed by Ngoc Hoang Tran, Sandro Heuberger, Timo Falcke

University: Hochschule für Technik und Wirtschaft Berlin

About Ngoc Hoang Tran, Sandro Heuberger and Timo Falcke

We are a team of three students studying Game Design at HTW Berlin. We developed ViSP in a three week experimental game jam during our fourth semester. Our goal with ViSP was to create an entirely new experience unlike anything already existing for the VR market.

We have many upcoming features in our pipeline to expand the game and plan to port ViSP from the HTC Vive to similar VR platforms.



About Shado Walker

In ShadoWalker, play as a shadow monster summoned by an oppressed people in order to murder the priestess of light. Merge with shadows and move in them to infiltrate the top of the highest tower. But be careful, light will kill you instantly.

The game was developed by Students from ISART DIGITAL
Producer : Aude-Alexia KOCH / Game Design : Ryad GODARD / Game Art : Camille SULE, Chloé TAUREAU, Nicolas THAM and Marina TSUZUKI / Game Design & Programming : Stelio DARTRON / Game Programming : Sami MOSSADDEK / Music & Sound Design : Caroline LAPINTE



ISART DIGITAL is an international school of higher education in 3D cinema animation, 3D visual effects, and video games, based in Montreal, Paris, and Tokyo. Distinguished by its innovative educational approach, the school offers cooperative education (alternating one week school, one week work) for all course tracks.

ISART degrees are officially recognized in France and Canada, as well as in the professional world.

ISART students have been awarded an array of international awards : Siggraph Award (2015), Unity Award (2014), Disney-Pixar Award (2013).

Nocturnal Hunt


About Nocturnal Hunt

Nocturnal Hunt is a dark, first-person stealth-game for PC.


An evil cult of hunters captured your cub and dragged it to Brasov – their village. Stalk through a gloomy forest and rip your opponents to pieces. Save your cub and take vengeance or avoid your dangerous enemies by sneaking and luring them.

Get the experience of being a hunter and being hunted at the same time.

The game was developed by: Wolf Pack

University: Games Academy Berlin


The Wolf Pack was created in September 2015 as a students project team. We assembled the team on the basis of who wanted to commit to a workflow andwork attitude of a professional AAA-Production. To achieve that in our limited timeframe of one semester, while at the same time having a full schedule of classes every second week, we had to limit ourselves to a simple and still engaging gameplay, so we could focus on the atmosphere of the game. We presented Nocturnal Hunt at the Quo Vadis 2016 and at AMAZE. We got great feedback on our first semesters result, so we decided with the help of Games Academys excelence programm to add another semester to round up the game, add another level of content and polis a lot. We kept our motivation and focus on developing a unique atmosphere and experience. We presented our final result of Nocturnal Hunt at Gamescom 2016 and launched a steam greenlight campaign at the same time. We got greenlit in short time and got a lot of great response from a growing community. Right now we are preparing our steam release.

Lily – Colors of Santa Luz



War is near. A dark militia invaded Santa Luz. Confronted to violent humiliations, the inhabitants are losing their colors. Running away form the darkness threatening to swallow the city, Yvan will do everything to prevent his daughter from seeing the horrors and fight for Lily to keep her colors.

The game was developed by students from ISART DIGITAL
Producer : Matthieu BATHELLIER / Game Design : Gabriel SARNIKOV / Game Art : Alex ACCORSI, Florian COUDRAY, Perrine LOZINGUEZ and Garance ROYERE / Game Design & Programming : Florian ALLARD, Arthur BRICOUT / Game Programming : Floriane OBER / Music & Sound Design : Dany BLIN



ISART DIGITAL is an international school of higher education in 3D cinema animation, 3D visual effects, and video games, based in Montreal, Paris, and Tokyo. Distinguished by its innovative educational approach, the school offers cooperative education (alternating one week school, one week work) for all course tracks.

ISART degrees are officially recognized in France and Canada, as well as in the professional world.

ISART students have been awarded an array of international awards : Siggraph Award (2015), Unity Award (2014), Disney-Pixar Award (2013).




About Interrogation

Interrogation is a narrative game that emulates the atmosphere of dark investigation procedurals to put the player in the detective’s seat and challenge their preconceptions with noire intensity.

The game is intended to emulate the tropes related to interrogation scenes in pop-culture while also offering some deconstruction. It plays as a questions-based puzzle against a clock. The current prototype puts you in the role of the interrogator that is tasked with finding out the location of a bomb within five minutes from the three subjects you have in separate interrogation rooms. Which one placed it? How can you get them to talk? Can you do it without too many unethical practices? It will take a few playthroughs to know.

The game was developed by Critique Gaming

Universities: SNSPA Bucharest, The Polytechnic University of Bucharest and the Academy for Economic Studies Bucharest

About Critique Gaming

The Critique Gaming team is an eclectic Bucharest-based squad consisting of five people with very different social and educational backgrounds, from law and economy to art and programming, with very diverse skillsets. We’ve gathered with the mission of making pointful games that explore important contemporary questions. After testing a few directions, we’re looking to moving on from amateur into professional independent game development with our Interrogation prototype.

Castle Hustle



Castle Hustle is a turn-based local multiplayer game for up to 6 players. The king and his mighty army are on a faraway expedition when magical creatures attack the unprotected castle. It is up to you, a group of peasants, to defend it with all the teamwork skills you can muster.

Pick up everything that is not nailed down, carry it to the catapults and fling it at the approaching giants. But beware of objects flying by and teammates wandering about, or you might get knocked out on the spot. In order to come up with a plan and avoid any mistakes, it is essential to talk to each other and coordinate your actions. The more people are playing, the more frenetic the game gets!

Castle Hustle is a digital board game at heart and great for all from children to adults. It was designed for AirConsole, a browser-based platform that uses smartphones as controllers.

The game was developed by Team Castle Hustle

University: ZHdK (Zurich University of the Arts)

About Team Castle Hustle

Team Castle Hustle is a game design collective from Switzerland consisting of Julie Baechtold, Nicolas Matter and Xavier Heimgartner. The three of them met at university where they developed Castle Hustle as a semester project in 2015. They launched the game in February of 2016 as an alpha release on AirConsole.

After graduating the following summer, they were fortunate to participate in a Swedish indie game accelerator program called Stugan. Over the course of two months, they have worked on refining Castle Hustle and bringing it from its alpha state to a final release version.

Julie Baechtold is the artist of the group. Her talents lie in creating awesome characters and bringing them to life through animation. She’s also a skilled digital painter and comic artist.

Nicolas Matter’s passion is sound. Most of his games have a focus on mechanics that make use of original music in some way.

Xavier Heimgartner likes to bury himself under lines of code. He’s passionate about all things Unity and likes to experiment with game mechanics.


3 Nights in Chicago



3 Nights in Chicago is a competitive local multiplayer game for 2 or 4 players where two teams of gangsters attempt to rob the same bank at the same time. Players race to crack open safes, grab the loot, and get it back to their getaway car before the cops show up.

In 1v1 mode, each player must switch back and forth between their two gang members, strategically and efficiently using them to reach and open as many safes as possible. In 2v2 mode, players control one gang member and must communicate and coordinate with each other to beat the other team.

In between heists, players can use the money they’ve collected to upgrade their crew at the black market, giving them an advantage in the next round. But the team who has the most money after a few rounds is the winner, so players will have to spend wisely!

The game was developed by the Clean Sneak Rascals

University: NYU Game Center

About the developers

3 Nights in Chicago was the masters thesis of CS Wallace, Carl Farra, Ben Poland and Angela Lee of the NYU Game Center class of ’16.

Twisted Lines


About Twisted Lines

Twisted Lines is a new mind twisting puzzle game with a unique game mechanic wrapped in a beautiful minimalist presentation. Just cross the lines to swap colors and collect all hollow squares to solve the puzzle.

The game was developed by: Megagon Industries

About Megagon Industries

Megagon Industries publishes games developed by Jan Bubenik, Severin Brettmeister, Daniel Helbig and friends. Located in Berlin and Munich we make games exactly as we want them to be.

SwapTales: Leon!


About Swap Tales: Leon!

Help Leon through his night-time getaway in this surprising gamebook! Swap the words of the story to transform Leon’s destiny, solve riddles and unravel 30 alternative endings!

A game for all ages, to explore alone or together – ideal for a shared parent-child experience.

An adventure game with an innovative gameplay

SwapTales: Leon! is an adventure game with a unique feature: swapping the words of the text changes the story. This gameplaywill amuse and entertain young and old alike through clever riddles and wordplays, unveiling a rich and cute story of a boy trying to grow up.

Designed to be played alone or together, SwapTales: Leon! is a true interactive story. Its narration and illustrations will provide a gratifying experience with its 2-player mode, whether it is between siblings, parent and child or even adults.

A story to play again and again

As what they do with their favorite books, SwapTales: Leon! is a game your kids will want to play again and again. Discover the alternative wordplays, play out the different combinations, and unravel 30 alternative endings to unlock all the hidden achievements!

Play SwapTales: Leon! in French, German, Spanish, Italian as a great educational tool when learning a new language.

The game was developed by: Witty Wings

About Witty Wings

Witty Wings is an indie game studio founded in 2015 by three associates: Charlotte Razon, Fabrice Hagmann and David Hart.

Our goal is to widen the video game field by developing innovative gameplay and playful experiences at the opposite of the competitive and performance-driven mechanisms too often used.

All our games have singular and original narrative intentions and we pay careful attention to the craftsmanship and to the coherence between story and gameplay principles.



About Reigns

In Reigns, you are the King. For each decision, you only have two choices. Survive the exercise of power and the craziness of your advisors… as long as you can.

The game was developed by: Nerial

About Nerial

Nerial is a London-based independant game studio founded by François Alliot in 2013.

Oniri Islands


About Oniri Islands

Oniri Islands is a cooperative adventure game for two players. You play two children lost on a mysterious island, searching for their shadows with the help of animal masks that give them magical powers to survive.

Mina and Tim, the heroes, are two smart toys connected to your tablet. Move them on the screen to explore the fabulous world of Oniri Islands. Oniri Islands is a gender friendly game where toys magically come to life!

The game is for kids from 6 years and up but also adults, families, friends and adventure game lovers.

The game was developed by: Tourmaline Studio

About Tourmaline Studio

Tourmaline is a Geneva based interactive studio crafting new kinds of games. Blending tangible and digital realms. We love human interaction and we believe playfulness is a way to bond. Tourmaline Studio is specialized in hybrid products: connected objects, multi device setups, paper video games.

Lance A Lot


About Lance A Lot

Lance A Lot is a glorious local party game that pits four friends against each other in rocket-powered combat! Mounted on rockets, the knights battle across deserts, forests and magic lakes where they all must use explosives, portals and the hazardous environments to their advantage.

The game was developed by: Rocket Hammer

About Rocket Hammer

Rocket Hammer is an independent game studio, founded in 2016 by five students from the University of Skövde in Sweden. We make high-quality games with brilliant names.



About Hue

Hue is a stark puzzle platformer where you shift the hue of the world, creating rifts when colours collide.

In this world, everyone sees in grayscale. Anne, a researcher specialising in colour theory, has created a mysterious ring which grants the ability to perceive and alter colour. After a fracas with her research assistant, she disappears into a coloured void. You play as Hue, Anne’s son, as he discovers fragments of his missing mother’s research and learns to perceive and alter colour for the first time.

The game was developed by: Fiddlesticks Games

About Fiddlesticks Games

Fiddlesticks Games is a small studio formed of Henry Hoffman and Dan Da Rocha. During University we worked separately on the games Q.U.B.E. and Mush, then after graduating decided to team up and form this new micro-studio. Henry handles the core game design, code and art, whilst Dan looks after the production, biz dev and PR side of things. This yin and yang methodology works well, playing to our strengths, and allowing us to stay focussed on what we’re good at, but most of all what we enjoy!

God is a Cube: Nanomachines Rising


About God is a Cube: Nanomachines Rising

God is a Cube: Nanomachines Rising is a programming puzzle game where you control nanomachines (small robots) by creating Artificial Intelligences made of graphical symbols.

The player starts with simple instructions to give to one robot, learns how to make it move in 3D, then sees how to use logical gates to create actual Artificial Intelligences.

Towards the end of the game, the player will generate and control thousands of nanomachines to build space pyramids and whole cities.

Each chapter has its own difficulty curve, so the player can easily discover new abilities, and still get a real challenge the further he goes into each chapter.

The game was developed by: Marc Kruzik

About Dimensional Studio

Dimensional Studio is a 99% one-man team creating the game God is a Cube: Nanomachines Rising



About Fresco

Fresco is a mind-bending first person exploration / puzzle game, featuring a unique gameplay mechanic. Find your way out by creating a path in the world, via manipulating paintings and placing them on strategic locations.

You start in a colorless and gloomy world, in which life has vanished. You quickly find paintings which you can interact with and move. Strangely, they look a lot like your environment… You will have to understand how to use the paintings by finding what they represent, where they have been painted from, and how you could transpose them to the world.

The game is about art, exploration, awareness, and analysis of your surroundings. As you bring colors and life back to the world, you will start to understand how everything works, allowing you to solve increasingly complex puzzles.

The game was developed by: Yannick Gerometta

About Yannick Gerometta

Yannick Gerometta is a game programmer & designer from France, and the solo developer of Fresco. He has always loved creating video games from the initial idea to the final product. After working a few years at Ubisoft Paris and Ubisoft Montreal on AAA titles, and writing a C++ programming book, he decided to develop on his own. Over the past few years, he has created and published successful mobile games, such as A Bird’s Journey. Recently, he decided to focus on prototyping innovative gameplay ideas, which led to the birth of Fresco. An early version of the game was shown to some players and professionals of the gaming industry during IndieCade Europe in November 2016, where it was complimented.



About Ellipsis

Ellipsis is an action-packed Avoid ’Em Up with minimalistic, yet powerful neon styled visuals. Guide your ship through a mysterious universe while deftly avoiding hordes of roaming enemies, spikes, lasers and more.

We’ve crafted a beautiful universe for you to uncover and explore at your own pace. Fly through levels, dodging and evading enemies before they have a chance to react. Or explore leisurely, mastering each world and uncovering all its secrets. Either way, Ellipsis will keep you on your toes with surprises from start to finish.

The game was developed by: Salmi Games

About Salmi Games

Salmi Games is dedicated to crafting attractive, polished games that both delight and respect the player. Our games are created with the firm belief that the path to success is built upon this attention to delivering a quality product. We’re a 2-man studio, who proudly craft our games in Munich, Germany.



About Candle

Candle is an adventure with challenging puzzles. Play as Teku, a young novice on a dangerous journey to rescue his tribe’s shaman from the evil tribe of the Wakcha. But the way is littered with sinister traps and difficult obstacles. To master these challenges, you need to have keen eyes and a good sense for your environment, or your next step may be your last.

But Teku has a special gift: his left hand is a candle. Let it be a bright beacon to drive off your enemies or to shed light on dark places.

Gorgeous hand-painted watercolor visuals give Candle that special flair, as all backgrounds and characters have been carefully drawn and then scanned, picture after picture. The game consistently feels like a living painting.

The game was developed by: Teku Studios

About Teku Studios

Teku Studios, based in Teruel, Spain, has been founded in 2012 by two students with a passion for video games. The indie team focuses on motives created with traditional media: all visuals are painted carefully with watercolors by hand. The goal here is to not only create an engaging game, but also an enthralling visual experience in virtual worlds. Their artistic skills and a knack for creating individual gameplay show very clearly in their first game: Candle.

A Normal Lost Phone


About A Normal Lost Phone

A Normal Lost Phone is a game about exploring the intimacy of an unknown person whose phone was found by the player.

The game takes the shape of a narrative investigation: you have to search the phone’s text messages, pictures and applications, in order to learn about its former owner. Through this phone, you uncover Sam’s life, friends, family and relationships, until the evening when they turn 18 and mysteriously disappear.

Developed by: Accidental Queens

About Accidental Queens

Accidental Queens is a video game development studio founded by three women from the industry. After the success of the prototype of A Normal Lost Phone at Global Game Jam 2016, Accidental Queens and two external collaborators have been hard at work to deliver a commercial version of the project. Now the studio seeks to create games that feature new mechanics, exploring topics from everyday life and social questions, through innovative narrative tools.

Chris Solarski

Chris Solarski (SOLARSKI STUDIO) is an artist-game designer and author specialising in the relationship between traditional craft and video game aesthetics. His Adaptive Gameplay Aesthetics framework is the first art-driven game design methodology for heightening physical and emotional empathy. Chris’ two books are widely considered essential reading. ‘Drawing Basics and Video Game Art,’ has been translated into Japanese and Korean and is endorsed by id Software co-founder, John Romero. His second book, ‘Interactive Stories and Video Game Art,’ has been described as gaming’s equivalent to the screenwriting classic, ‘Story,’ by Robert McKee and is endorsed by film director Marc Forster, and ‘Assassin’s Creed’ founding member Stéphane Assadourian, to name a few. He has given talks worldwide, including the Smithsonian’s landmark ‘The Art of Video Games’ exhibition, Disney Research, SXSW, and GDC. Chris is currently working on an indie game based on Mary Shelley’s ‘Frankenstein.’ He also lectures at SAE Institute, Chair’s the IGDA Switzerland Chapter and co-founded the IGDA Game Art SIG.

Koh Kim

Koh Kim currently advises startups on marketing and business development strategy. Kim was an early member of the Google Play Games Business Development team where she led international market expansion, industry influencers and game startup outreach. In 2013, she started the Play business development team in Korea and helped expand Play’s business in Asia. Before Play, Kim helped launch and grow multiple Google products in business development and marketing roles following a career in consulting for Fortune 500 consumer packaged goods, retail and media companies.

MyTP Skateboarding

Successor of MyTP Skateboarding – Welcome to the streets of Randertown – no crazy bling bling, simply amazing and real skateboard action! Grab your board and explore the huge playground fully packed with rails, ledges, stairs, skateparks, half- and quarter pipes, big airs and sheer endless run possibilities!
Find the „Competition“ and „Own the Spot“ locations where you have to master the challenges in order to improve your overall skills or just skate through the streets and parks and show the world your best tricks utilizing the instant replay option which lets you share your action immediately.
Don’t worry if your last day on the skate is well in the past though – easily learn the basics of the game using the in-game tutorial. So what are you waiting for? Gear up and let’s go!

About Randerline

Randerline GmbH is a one person company located in Flims, Switzerland. Specialized in providing innovative and captivating games, graphic designs and motion graphics. Since 2009 the company has been employing its vast experience to throw out quality entertainment as an independent developer of iOS and MAC games. Previous titles with great success include MyTP Snowboarding, MyTP Freeskiing, MyTP 2.5, MyTP One Mountain and the DMBX – Mountain Bike and BMX action sports series.

Game Happens


Since the dawn of time, fantastic stories have been recounted, narrating adventures involving extraordinary creatures. All mythologies refer to these creatures, invisible to the human eye but with similar descriptions, in spite of time and space differences. Technology has finally allowed us to obtain part of an answer to this enigma: there is a similar and parallel world to ours, located on another plan, and directly connected to the one we know, the Astral World. After years of experimenting, experts have devised a technology capable of crossing the frontier between our two Worlds. The result of this research is a single device that can be slipped in a pocket: the Opticale. Based on augmented reality and geolocation, Opticale is a mobile game allowing the player to explore the Astral World, a parallel universe to ours, with the goal of discovering the creatures living there with the help of a smartphone.

About Furinkazan

Based in the city center of Lausanne, crossroads of European innovation, Furinkazan is a Swiss startup working on the development of Opticale for more than 4 years. Linking augmented reality and geolocation in an original way, Furinkazan aims to offer the players a new way of interacting with their environment and their smartphone. It is as explorers at heart, gamers and enthusiasts of new technologies that the Furinkazan team has developed the Opticale project.


Struckd is the gaming platform with all games created by you: The community! We deliver a stylish game building tool to simply drag and drop game elements to set up levels, rules and stories to unleash your own game ideas directly on your smartphone or tablet. On the other side we invite you to the gaming section to play, rate, and comment other people’s games. Several sharing features and challenges engage the vivid gamer community to enjoy the big variety of games. Are you a builder or a player? Since its release in July 2016 on iOS, Android tablets, and phones, Struckd is the most intuitive game creation tool on the market.

About Struckd AG

The vision of the 2016 founded Struckd AG is to enable an universe of game creation and we are determined to grow every day.


Prométhée is a collaborative blindgame. To play the game you need two people one tablet and a DIY helmet whose plans are open source. One player is able to see but can’t hear anything and the other is able to hear but can’t see. During the three short levels, they have to work together in order to catch the fire that makes a 3D sound.

About Margaux Charvolin and Benoit Renaudin 

Prométhée has been developed by two media design master students at HEAD of Geneva. Benoit Renaudin is the narrative designer and sound designer and Margaux Charvolin is the developer and graphic designer.

Pirates Bay

A mobile game of strategical defense and cursing pirates. Compared to other «tower defense» games, Pirates Bay excels in its elitist approach. «Walk the plank» in both single and multiplayer.

About atpoint.studios

At the Kickstart Accelerator 2016, at-point ag acquired three new clients for the digitization of business processes. Swisscom, RAIFFEISEN and Valiant now trust at-point’s knowledge in the digital transformation process. Among many others, they profit from 10 years of experience as a fintech-partner in the financial and insurance sectors.

at-point’s internal game department covers the increasingly important marketing tools of the digital transformation process. Due to the growing requirements, this department will be positioned as the autonomous atpoint.studios in the market.

atpoint.studios offers the necessary requirements to develop video games professionally and present Pirates Bay as its first mobile game at the Ludicious Business Accelerator.

Oniri Islands

Oniri Islands is an adventure game for two players. You play Mina and Tim, two smart toys connected to your tablet. Move them on the screen to explore the fabulous world of Oniri Islands.

About Tourmaline Studio

Tourmaline is a Geneva based interactive studio crafting new kinds of games. Blending tangible and digital realms.


Nimbatus is a procedurally generated action simulation game. Craft freely customizable drones and explore an endless universe. Drones interact with the destructible environment in a physically correct manner. On your journey you will find hundreds of different drone components and research groundbreaking new technology. The game is currently in a closed alpha stage and available for testing on Steam for Mac, Windows and Linux. We plan to do a Kickstarter campaign in February 2017 and release it on Steam Early Access in Q2 2017.

About Stray Fawn Studio

Stray Fawn Studio is a newly founded indie game studio based in Zurich, Switzerland. The company focuses on developing their own projects which are often situated in the simulation game genre. Procedural content generation and the simulation of living worlds form the core of the studio’s creations. Stray Fawn consists of Micha Stettler, a space enthusiastic software engineer and Philomena Schwab, a biology loving game designer.

Hell Eluja

Hell Eluja is a two-player asymmetrical horror game, using two different devices. The first player plays an adventurer in a dungeon crawler with an HMD, while the second, called Dungeon Master, plays on a tablet. The adventurer sees the game scene with a first-person view. He is trapped in a dark dungeon and must find and collect keys. Once he gets them all, he wins. The Dungeon Master is his opponent: he must prevent the Rogue from reaching his objective. To do so, he must catch him, by summoning monsters. He plays on a tablet and sees the map from above, where he can summon monsters.

About Oniroforge

Oniroforge is a video game studio in Fribourg, a team of romantic artists -Oniro- and assiduous developers -Forge-. We believe we can make compelling games with innovative gameplay, based on solid gaming fundamentals.

Airheart – Tales of broken Wings

Airheart is an action packed airplane game in the world above the clouds. We rejoin Amelia, ten years after the game Cloud Chasers, as she is trying to survive as a fisherwoman in a floating city called Granaria. You have to try to reach the stratosphere to bring down the flying skywhale, but beware as fierce landscapes are stretching out in the skyspace above the city. Go into battle, manage your resources and customise your airplane. Welcome to Amelia’s wild and turmoiled life.

About Blindflug Studios

Blindflug Studios is an independent game studio from Zürich Switzerland. We have been founded in 2014 and have been consistently putting out one own game a year. Our credo is, that we create fascinating games from interesting topics. This means if a game is pure enjoyable fun but has a meaningful core, we call it a Blindflug Game. We are currently working on Airheart, our third game.


Indie Prize

Digital Festival

Numerik Games Festival

Quo Vadis




Stadt Zürich Stadtentwicklung


Canton of Zurich


Zürich Tourism

Pro Helvetia

Phil Elliott

Phil Elliott created and launched the Square Enix Collective platform two years ago; the initiative helps indie dev teams to build an audience for their ideas, as well as supporting selected crowdfunding campaigns, investing in some productions and acting as distributor/publisher for others.
Additionally, Phil is head of community at Square Enix in London, and has worked on a range of projects during his time there, including the official endorsement for the Just Cause 2 Multiplayer Mod. Before Square Enix, Phil ran for 4 years, with previous stints at GameSpot and the BBC.

Engagement Migros