LiU Game Conference

LiU Game Conference is an annual conference about computer games, visualization and virtual reality, presented by LiU Innovation. During an intense afternoon we explore trends in digital entertainment with games industry professionals and leading scientists from all over the world. Students and employees from Linköping University are welcome as well as professionals from related industries.

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Conference Program

About LiU Game Conference

LiU Game Conference offers two tracks: GAME TRACK with game industry people and SCIENCE TRACK with leading scientists within games, visualization and VR.

We have speakers from Mojang, Naughty Dog, Facebook, LEGO and Resolution Games to mention a few. The conference also features LiU Game Awards, were students from Linköping University compete with innovative game prototypes.

During the conference there will be an exhibition where you can explore games, art and innovative companies.

Follow our Facebook group for the latest info.

Game Track

The computer games industry is one of the fastest expanding business areas right now, driving development of immersive entertainment, visualization and virtual reality. In our region – Linköping and Norrköping – we have all the expertise needed to make amazing games. But we need more startups! Therefor we have collected some of the hottest and most interesting game industry people; to inspire you to develop the best games and interactive experiences in the world!

Science Track

Linköping University may not typically be associated with computer games. But we are a leading university within all the knowledge areas needed to make great games! Computer science, visualization, artificial intelligence, user interaction, graphical design and storytelling are some of the areas were LiU is a leading university. At the Science Track we present LiU scientists and guest to showcase the latest research within games, visualization and VR.

Speakers program

Jen Dolson, Facebook

Jen Dolson, Facebook

How to Produce and Share Immersive 360 Experiences: From Hollywood Studios to Your iPhone

Jen Dolson, Engineering Manager, 360 Media at Facebook

From photos and videos captured on expensive hardware, to panoramas taken with a smartphone, there are now numerous ways to produce immersive content. This talk will describe the different methods and tools available for creating immersive experiences that can be shared with your friends and followers on social media and viewed in VR. Focusing on Facebook 360, we will discuss how game developers and media publishers can showcase their most compelling stories in a new and immersive way, bringing the viewer inside a different world through 360 photos, videos, audio. As an example of a new VR-ready content production flow, we will also walk through spatial audio production for VR/360 Videos in detail.

About the speaker

I’m an engineering manager at Facebook working on 360 Photos and 360 Audio, part of the larger effort around 360 Media and immersive content at Facebook. Before working on 360 Media, I spent two years on the Computer Vision Team at Oculus, supporting part of the head tracking system for Oculus Rift. Prior to Oculus, I spent three years at Facebook. Some of my favorite projects include writing the first version of Instagram’s Video Filters, Facebook’s mobile image editing, and ‘Nearby’ Facebook’s local search product. Before Facebook, I was a Computer Science PhD candidate at Stanford University, researching autonomous cars, computer vision, and image processing.

Jenny Brusk, Skövde Högskola

Jenny Brusk, Skövde Högskola

Inclusive Game Development

Jenny Brusk, Senior lecturer in Informatics at Skövde Högskola

Inclusive Game Development is about broadening the view on the game developer, the game and the player. It is about breaking norms and conventions in order to provide new and innovative experiences. This talk presents our experiences of working with inclusive game development at the University of Skövde. Two different projects will serve as examples: Donna and Frequency Missing. Donna is an initiative for working with gender inclusive game educations and Frequency Missing is a game designed to include visually impaired players. The challenges we have faced and the methods we have developed to meet those challenges are presented as well as some concrete tools for working with inclusive game development.

About the speaker

Jenny works as a researcher and teacher in game design at the University of Skövde. She has almost 20 years of experience from working with games and started as a game programmer at Tati/Vision Park. In 2014 she earned her PhD with the thesis “Steps Towards Creating Socially Game Characters”, in which she presents dialogue models for socially oriented interactions with game characters. She is an advocate for inclusive game development and initiated Donna in 2011 with the aim to increase the number of female students at the game development programs. Other inclusive game development initiatives she has been involved in are Diversi and the research project Inclusive design that resulted in the game Frequency Missing, a game accessible for visually impaired players.

Jordan Itkowitz, LEGO

Jordan Itkowitz, LEGO

Digging in the Brick Bin

Jordan Itkowitz, Senior Design Manager at LEGO Games & Apps

At LEGO Games, we think a lot about how to translate LEGO fun from the brick bin to the screen. There’s more to LEGO than just building, though – this talk will explore some of the common and universally recognized elements of LEGO play and how you can apply them to your designs.

About the speaker

Jordan Itkowitz has been a Lead Designer and Design Director in the game industry for more than 15 years. He spent his first 9 years in the game industry making racing games (including Sea-Doos, Star Wars Pod Racers, and Disney/Pixar’s Cars), with a brief detour into the desert underworld for cult Wii title Deadly Creatures.

However, as Doc Hudson once said to Lightning McQueen, “If you’re going hard enough left, you’ll find yourself turning right” – and Jordan made a hard turn into the creative sandbox space to work on titles like the LEGO Universe MMO, Patterns, Blocksworld, and the upcoming LEGO Worlds. He currently lives in Billund, Denmark, home and headquarters of The LEGO Group, where he is currently working on LEGO’s portfolio of licensed games.

Aseel & Erik Berglund, Linköping University

Aseel & Erik Berglund, Linköping University

From Quantum Physics to Casual Mobile Gaming

Aseel & Erik Berglund, Linköping University

A design journey describing the process and challenges of building a both engaging and educating game. We talk bout a game project for a casual mobile puzzel game based on the Swedish astronaut Christer Fuglesang children book “The Number Planet” (“Sifferplaneten” in Swedish). The aim of the project is gamification of the entanglement principle from quantum physics.

About Erik

Researcher and teacher at Linköping university in game development and related technology areas since 2002. Exploring gamification and the challenge of game design of good games that do good.

About Aseel

Researcher and teacher at Linköping university with focus on motivation and engagement on game experience. Aseel has long experience from product development and user experience.

Jens Bergensten, Mojang

Jens Bergensten, Mojang

What Makes Minecraft The Best Game In The World?

Jens Bergensten, Lead Creative Designer at Mojang

Jens Bergsten (lead developer of Minecraft) and Per Strömbäck (spokesperson at Swedish Games Industry) will discuss the enormous success for Minecraft and what mechanisms that drives the growth. What game will be the next global phenomena? And how can a cold, unfriendly country in a faraway corner of the world make games that catch the global audience?

About the speaker

Jens Bergensten is a Swedish game designer and programmer, best known for leading the development of the successful “Minecraft” phenomenon since 2011. He was nominated as one of TIME Magazine’s 100 most influential persons in 2013, and Fast Company magazine’s The 100 Most Creative People in Business 2015. In addition to his work at Mojang in Stockholm, Jens is a co-founder of Oxeye Game Studio and is active in the independent game development community in Sweden.

Em Schatz, Naughty Dog

Em Schatz, Naughty Dog

Stories in Shape and Feel

Em Schatz, Lead Game Designer at Naughty Dog

Naughty Dog tells stories with their games in a holistic approach extending beyond just plot and dialogue choices. Narrative can be told in many ways, with sound, colors, shapes, tone, and gameplay. Em will describe the choices designers make in crafting the player’s experience, in particular focusing on level design structure and environmental form.

About the speaker

Em Schatz is a lead game designer at Naughty Dog and has been making games professionally for over fourteen years. In the seven years she’s been at Naughty Dog, she worked as a designer on games such as Uncharted 3 and The Last of Us. Most recently she was co-lead game designer of Uncharted 4: a Thief’s End. Em is known especially for her puzzle designs and environmental level layout. In fact, the first public gameplay reveals for both Uncharted 3 and 4 featured her level designs.

Erik Sundén, Visualization Center C

Erik Sundén, Visualization Center C

Immersive Fusion to Entertain and to Boost Interest in Science and Technology

Erik Sundén, CTO at Norrköping Visualization Center C

Erik will discuss the various immersive environments at the Visualization Center and how they can be used by students and businesses for showing and creating immersive concepts and content. Erik will cover the usage of modern domes and HMD(head-mounted display):s, their similarities and differences as well as interactive interfaces(touch/sensors). The topics will target both research and entertainment purposes, which has a lot of parallels. Erik will also show and bring examples about fusion of immersive environments and interactive technology, and how they, in combination with fun new game concepts, can increase kids interest in science and technology.

About the speaker

Work in the fields of immersive(VR/AR) and scientific visualization in combination with interactive interfaces at Linköping University and within Norrköping Visualization Center C, and have worked at several medical visualization companies.
Programming on open source frameworks within these fields, lecturing and building prototypes and complete products for the center as well as other public exhibitions and/or companies. Responsible for the technical infrastructure in the immersive environments of Visualization Center C, including dome, VR-arenas/labs.

Tommy Palm, Resolution Games

Tommy Palm, Resolution Games

Initial Case Studies in VR Games and What Can be learned from Mobile Gaming

Tommy Palm, CEO & Co-founder of Resolution Games

There’s no question that VR is here, accessible to the mainstream and growing like crazy. However, when it comes to games development the vast majority of content is being created for the hardcore audience and often times simply being ported from popular AAA titles vs created for VR from the ground up. Ultimately, this means that a small percentage of VR’s potential is being tapped into. This session will explore what takeaways and best practices from mobile gaming can be applied to VR and which absolutely cannot, while taking a case study approach to exploring initial insights of current VR titles from VR games studio Resolution Games. The studio has dozens of prototypes across multiple platforms along with one of the most popular VR titles to date, Bait!, which has more than 700K downloads on Gear VR alone. The speaker will dive into VR’s mass market potential and how developers can help the hardware market get there faster.

About the speaker

While he’s known for shepherding Candy Crush Saga to mobile – and so helping to bankroll King’s $7 billion IPO in 2014 – Tommy Palm’s success story stretches back to the 1980s, when he began programming games for the Commodore 64. Between then and the dizzying success of King’s bestseller, Palm founded five including this latest venture, Resolution Games, a development studio with an eye on creating virtual reality games experiences everyone can enjoy. Their first major mobile VR fishing game, Bait!, is already proving their concept as its known as one of the most popular VR titles of all time. Turning towards the embryonic potential of VR rather than resting on his mobile gaming laurels might seem a bold bet for Palm. But, this serial mover and shaker prefers being ahead of the pack when it comes to new technology, saying it’s the only way to be in the sweet spot when the revolutionary is ready for the limelight.

Adam Mayes, Uppsala University

Adam Mayes, Uppsala University

Designing a Game Program

Adam Mayes, Subject Responsible for Game Design at Uppsala University, Campus Gotland

About Adam

Adam Mayes spent 20-something years in the games industry before joining academia. He now sets the game design education at Uppsala University and spends his days exploring the intersection of game design, technology and learning processes, with the words of his mother constantly in his ear: “That’s nice, dear. But when are you going to get a proper job?” Being English he tries to hide his level of pride he takes in his job, and his students, as well as the belief that computer game systems can, and should, be used to make the world a better place by writing increasingly flippant bios.

Jenny Nordenborg, Neat Corp & Faviana Vangelius, SVRVIVE

Jenny Nordenborg, Neat Corp & Faviana Vangelius, SVRVIVE

Building A Company In The Unexplored Realms Of Virtual Reality

Jenny Nordenborg, CEO & Co-Founder of Neat Corp & Faviana Vangelius, CEO & Co-Founder of SVRVIVE

Two inspiring leaders of two innovative game studios who took two very different paths to getting there will share their stories, advice and discoveries, as well as where the medium virtual reality is headed!

About Jenny

Jenny is the CEO and co-founder of Neat Corp. She has a long background in the game, but also a burning interest for social challenges. Neat Corp is the studio behind the acclaimed Virtual Reality game Budget Cuts. The first game from the studio was Flowstorm.

About Favina

CEO & co-founder at SVRVIVE – one of Sweden’s first VR games studios and distributors, and moderator of WIVR – Women In VR (Sweden). Former CEO & co-founder of digital greeting card service Greetify, mobile game studio Adventures of Boo and online eco-friendly toy store Lekologiskt.se. Studied Labour Relations & Management and at the Department of Computer and Systems Sciences (DSV) at Stockholm University (Digital Media), and Psychology at Karlstad University.

Stefan Gustavson, Linköping University

Stefan Gustavson, Linköping University

Procedural Methods for Real Time Rendering

Stefan Gustavson, Senior Lecturer & PhD at Linköping University

Procedural methods, and specifically procedural patterns, have long been a common and useful tool for off-line rendering. The computational power of modern GPUs and the bandwidth constraints of real time graphics have now reached the point where these methods are suitable for consideration also in real time applications. I will bring examples and interactive demos to, hopefully, convince you of this.

About the speaker

I have been involved in academic research and teaching in the field of computer graphics since the 1990’s. For the past decade, our research group has been in the forefront of development and research in HDR imaging, IBL rendering and BRDF capture and modelling. I also have a long standing interest in procedural methods, and my personal work includes recent advances in procedural texturing for real time programmable shading.

Per Strömbäck, Swedish Games Industry

Per Strömbäck, Swedish Games Industry

Moderator: Game Track

Per Strömbäck, official Spokesperson of the Swedish Games Industry

About Per

Per Strömbäck is in his third decade in the games industry. He was a partner at indie developer Monsterland which released Rock Manager (PC) in 14 languages in 2001 before joining Nordic publisher PAN Vision as head of publishing. Since 2005, Per runs the Swedish trade body for games and he probably won’t leave until they kick him out.

At LiU Game Conference Per will moderate the Game Track.

Karin Ackerholm, LiU Innovation

Karin Ackerholm, LiU Innovation

Moderator: Science Track

Karin Ackerholm, Innovation Adviser at LiU Innovation

Part of the science posse, never a researcher but constantly a science hangaround and fan. The skills she acquired as a user experience designer and design strategist are her hidden strengths, often used but only rarely obvious to others. Still revelling at the opportunity to feed her curiosity and thirst for insight daily while digging into research in her job helping researchers turn ideas to innovation.

LiU Innovation help students and employees at Linköping University to utilize and commercialize ideas, knowledge and scientific results. LiU Innovation offers advisory, a wide network, IPR expertise, financing and more.

At LiU Game Conference Karin will moderate the Science Track.

Tomas Ahlström, LiU Innovation

Tomas Ahlström, LiU Innovation

Grand Opening

Tomas Ahlström, Innovation Adviser at LiU Innovation

As main organizer for LiU Game Awards, Tomas Ahlström welcomes you and explain why this event, and the games industry, is so important for our region.


Läs mer om Jen Dolson, Facebook

Jen Dolson, Facebook

How to Produce and Share Immersive 360 Experiences: From Hollywood Studios to Your iPhone

Jen Dolson, Engineering Manager, 360 Media at Facebook

From photos and videos captured on expensive hardware, to panoramas taken with a smartphone, there are now numerous ways to produce immersive content. This talk will describe the different methods and tools available for creating immersive experiences that can be shared with your friends and followers on social media and viewed in VR. Focusing on Facebook 360, we will discuss how game developers and media publishers can showcase their most compelling stories in a new and immersive way, bringing the viewer inside a different world through 360 photos, videos, audio. As an example of a new VR-ready content production flow, we will also walk through spatial audio production for VR/360 Videos in detail.

About the speaker

I’m an engineering manager at Facebook working on 360 Photos and 360 Audio, part of the larger effort around 360 Media and immersive content at Facebook. Before working on 360 Media, I spent two years on the Computer Vision Team at Oculus, supporting part of the head tracking system for Oculus Rift. Prior to Oculus, I spent three years at Facebook. Some of my favorite projects include writing the first version of Instagram’s Video Filters, Facebook’s mobile image editing, and ‘Nearby’ Facebook’s local search product. Before Facebook, I was a Computer Science PhD candidate at Stanford University, researching autonomous cars, computer vision, and image processing.


Läs mer om Jenny Brusk, Skövde Högskola

Jenny Brusk, Skövde Högskola

Inclusive Game Development

Jenny Brusk, Senior lecturer in Informatics at Skövde Högskola

Inclusive Game Development is about broadening the view on the game developer, the game and the player. It is about breaking norms and conventions in order to provide new and innovative experiences. This talk presents our experiences of working with inclusive game development at the University of Skövde. Two different projects will serve as examples: Donna and Frequency Missing. Donna is an initiative for working with gender inclusive game educations and Frequency Missing is a game designed to include visually impaired players. The challenges we have faced and the methods we have developed to meet those challenges are presented as well as some concrete tools for working with inclusive game development.

About the speaker

Jenny works as a researcher and teacher in game design at the University of Skövde. She has almost 20 years of experience from working with games and started as a game programmer at Tati/Vision Park. In 2014 she earned her PhD with the thesis “Steps Towards Creating Socially Game Characters”, in which she presents dialogue models for socially oriented interactions with game characters. She is an advocate for inclusive game development and initiated Donna in 2011 with the aim to increase the number of female students at the game development programs. Other inclusive game development initiatives she has been involved in are Diversi and the research project Inclusive design that resulted in the game Frequency Missing, a game accessible for visually impaired players.


Läs mer om Jordan Itkowitz, LEGO

Jordan Itkowitz, LEGO

Digging in the Brick Bin

Jordan Itkowitz, Senior Design Manager at LEGO Games & Apps

At LEGO Games, we think a lot about how to translate LEGO fun from the brick bin to the screen. There’s more to LEGO than just building, though – this talk will explore some of the common and universally recognized elements of LEGO play and how you can apply them to your designs.

About the speaker

Jordan Itkowitz has been a Lead Designer and Design Director in the game industry for more than 15 years. He spent his first 9 years in the game industry making racing games (including Sea-Doos, Star Wars Pod Racers, and Disney/Pixar’s Cars), with a brief detour into the desert underworld for cult Wii title Deadly Creatures.

However, as Doc Hudson once said to Lightning McQueen, “If you’re going hard enough left, you’ll find yourself turning right” – and Jordan made a hard turn into the creative sandbox space to work on titles like the LEGO Universe MMO, Patterns, Blocksworld, and the upcoming LEGO Worlds. He currently lives in Billund, Denmark, home and headquarters of The LEGO Group, where he is currently working on LEGO’s portfolio of licensed games.


Läs mer om Aseel & Erik Berglund, Linköping University

Aseel & Erik Berglund, Linköping University

From Quantum Physics to Casual Mobile Gaming

Aseel & Erik Berglund, Linköping University

A design journey describing the process and challenges of building a both engaging and educating game. We talk bout a game project for a casual mobile puzzel game based on the Swedish astronaut Christer Fuglesang children book “The Number Planet” (“Sifferplaneten” in Swedish). The aim of the project is gamification of the entanglement principle from quantum physics.

About Erik

Researcher and teacher at Linköping university in game development and related technology areas since 2002. Exploring gamification and the challenge of game design of good games that do good.

About Aseel

Researcher and teacher at Linköping university with focus on motivation and engagement on game experience. Aseel has long experience from product development and user experience.


Läs mer om Jens Bergensten, Mojang

Jens Bergensten, Mojang

What Makes Minecraft The Best Game In The World?

Jens Bergensten, Lead Creative Designer at Mojang

Jens Bergsten (lead developer of Minecraft) and Per Strömbäck (spokesperson at Swedish Games Industry) will discuss the enormous success for Minecraft and what mechanisms that drives the growth. What game will be the next global phenomena? And how can a cold, unfriendly country in a faraway corner of the world make games that catch the global audience?

About the speaker

Jens Bergensten is a Swedish game designer and programmer, best known for leading the development of the successful “Minecraft” phenomenon since 2011. He was nominated as one of TIME Magazine’s 100 most influential persons in 2013, and Fast Company magazine’s The 100 Most Creative People in Business 2015. In addition to his work at Mojang in Stockholm, Jens is a co-founder of Oxeye Game Studio and is active in the independent game development community in Sweden.


Läs mer om Em Schatz, Naughty Dog

Em Schatz, Naughty Dog

Stories in Shape and Feel

Em Schatz, Lead Game Designer at Naughty Dog

Naughty Dog tells stories with their games in a holistic approach extending beyond just plot and dialogue choices. Narrative can be told in many ways, with sound, colors, shapes, tone, and gameplay. Em will describe the choices designers make in crafting the player’s experience, in particular focusing on level design structure and environmental form.

About the speaker

Em Schatz is a lead game designer at Naughty Dog and has been making games professionally for over fourteen years. In the seven years she’s been at Naughty Dog, she worked as a designer on games such as Uncharted 3 and The Last of Us. Most recently she was co-lead game designer of Uncharted 4: a Thief’s End. Em is known especially for her puzzle designs and environmental level layout. In fact, the first public gameplay reveals for both Uncharted 3 and 4 featured her level designs.


Läs mer om Erik Sundén, Visualization Center C

Erik Sundén, Visualization Center C

Immersive Fusion to Entertain and to Boost Interest in Science and Technology

Erik Sundén, CTO at Norrköping Visualization Center C

Erik will discuss the various immersive environments at the Visualization Center and how they can be used by students and businesses for showing and creating immersive concepts and content. Erik will cover the usage of modern domes and HMD(head-mounted display):s, their similarities and differences as well as interactive interfaces(touch/sensors). The topics will target both research and entertainment purposes, which has a lot of parallels. Erik will also show and bring examples about fusion of immersive environments and interactive technology, and how they, in combination with fun new game concepts, can increase kids interest in science and technology.

About the speaker

Work in the fields of immersive(VR/AR) and scientific visualization in combination with interactive interfaces at Linköping University and within Norrköping Visualization Center C, and have worked at several medical visualization companies.
Programming on open source frameworks within these fields, lecturing and building prototypes and complete products for the center as well as other public exhibitions and/or companies. Responsible for the technical infrastructure in the immersive environments of Visualization Center C, including dome, VR-arenas/labs.


Läs mer om Tommy Palm, Resolution Games

Tommy Palm, Resolution Games

Initial Case Studies in VR Games and What Can be learned from Mobile Gaming

Tommy Palm, CEO & Co-founder of Resolution Games

There’s no question that VR is here, accessible to the mainstream and growing like crazy. However, when it comes to games development the vast majority of content is being created for the hardcore audience and often times simply being ported from popular AAA titles vs created for VR from the ground up. Ultimately, this means that a small percentage of VR’s potential is being tapped into. This session will explore what takeaways and best practices from mobile gaming can be applied to VR and which absolutely cannot, while taking a case study approach to exploring initial insights of current VR titles from VR games studio Resolution Games. The studio has dozens of prototypes across multiple platforms along with one of the most popular VR titles to date, Bait!, which has more than 700K downloads on Gear VR alone. The speaker will dive into VR’s mass market potential and how developers can help the hardware market get there faster.

About the speaker

While he’s known for shepherding Candy Crush Saga to mobile – and so helping to bankroll King’s $7 billion IPO in 2014 – Tommy Palm’s success story stretches back to the 1980s, when he began programming games for the Commodore 64. Between then and the dizzying success of King’s bestseller, Palm founded five including this latest venture, Resolution Games, a development studio with an eye on creating virtual reality games experiences everyone can enjoy. Their first major mobile VR fishing game, Bait!, is already proving their concept as its known as one of the most popular VR titles of all time. Turning towards the embryonic potential of VR rather than resting on his mobile gaming laurels might seem a bold bet for Palm. But, this serial mover and shaker prefers being ahead of the pack when it comes to new technology, saying it’s the only way to be in the sweet spot when the revolutionary is ready for the limelight.


Läs mer om Adam Mayes, Uppsala University

Adam Mayes, Uppsala University

Designing a Game Program

Adam Mayes, Subject Responsible for Game Design at Uppsala University, Campus Gotland

About Adam

Adam Mayes spent 20-something years in the games industry before joining academia. He now sets the game design education at Uppsala University and spends his days exploring the intersection of game design, technology and learning processes, with the words of his mother constantly in his ear: “That’s nice, dear. But when are you going to get a proper job?” Being English he tries to hide his level of pride he takes in his job, and his students, as well as the belief that computer game systems can, and should, be used to make the world a better place by writing increasingly flippant bios.


Läs mer om Jenny Nordenborg, Neat Corp & Faviana Vangelius, SVRVIVE

Jenny Nordenborg, Neat Corp & Faviana Vangelius, SVRVIVE

Building A Company In The Unexplored Realms Of Virtual Reality

Jenny Nordenborg, CEO & Co-Founder of Neat Corp & Faviana Vangelius, CEO & Co-Founder of SVRVIVE

Two inspiring leaders of two innovative game studios who took two very different paths to getting there will share their stories, advice and discoveries, as well as where the medium virtual reality is headed!

About Jenny

Jenny is the CEO and co-founder of Neat Corp. She has a long background in the game, but also a burning interest for social challenges. Neat Corp is the studio behind the acclaimed Virtual Reality game Budget Cuts. The first game from the studio was Flowstorm.

About Favina

CEO & co-founder at SVRVIVE – one of Sweden’s first VR games studios and distributors, and moderator of WIVR – Women In VR (Sweden). Former CEO & co-founder of digital greeting card service Greetify, mobile game studio Adventures of Boo and online eco-friendly toy store Lekologiskt.se. Studied Labour Relations & Management and at the Department of Computer and Systems Sciences (DSV) at Stockholm University (Digital Media), and Psychology at Karlstad University.


Läs mer om Stefan Gustavson, Linköping University

Stefan Gustavson, Linköping University

Procedural Methods for Real Time Rendering

Stefan Gustavson, Senior Lecturer & PhD at Linköping University

Procedural methods, and specifically procedural patterns, have long been a common and useful tool for off-line rendering. The computational power of modern GPUs and the bandwidth constraints of real time graphics have now reached the point where these methods are suitable for consideration also in real time applications. I will bring examples and interactive demos to, hopefully, convince you of this.

About the speaker

I have been involved in academic research and teaching in the field of computer graphics since the 1990’s. For the past decade, our research group has been in the forefront of development and research in HDR imaging, IBL rendering and BRDF capture and modelling. I also have a long standing interest in procedural methods, and my personal work includes recent advances in procedural texturing for real time programmable shading.


Läs mer om Per Strömbäck, Swedish Games Industry

Per Strömbäck, Swedish Games Industry

Moderator: Game Track

Per Strömbäck, official Spokesperson of the Swedish Games Industry

About Per

Per Strömbäck is in his third decade in the games industry. He was a partner at indie developer Monsterland which released Rock Manager (PC) in 14 languages in 2001 before joining Nordic publisher PAN Vision as head of publishing. Since 2005, Per runs the Swedish trade body for games and he probably won’t leave until they kick him out.

At LiU Game Conference Per will moderate the Game Track.


Läs mer om Karin Ackerholm, LiU Innovation

Karin Ackerholm, LiU Innovation

Moderator: Science Track

Karin Ackerholm, Innovation Adviser at LiU Innovation

Part of the science posse, never a researcher but constantly a science hangaround and fan. The skills she acquired as a user experience designer and design strategist are her hidden strengths, often used but only rarely obvious to others. Still revelling at the opportunity to feed her curiosity and thirst for insight daily while digging into research in her job helping researchers turn ideas to innovation.

LiU Innovation help students and employees at Linköping University to utilize and commercialize ideas, knowledge and scientific results. LiU Innovation offers advisory, a wide network, IPR expertise, financing and more.

At LiU Game Conference Karin will moderate the Science Track.


Läs mer om Tomas Ahlström, LiU Innovation

Tomas Ahlström, LiU Innovation

Grand Opening

Tomas Ahlström, Innovation Adviser at LiU Innovation

As main organizer for LiU Game Awards, Tomas Ahlström welcomes you and explain why this event, and the games industry, is so important for our region.

LiU Game Awards

LiU Game Awards is an annual student competition that originates from the course ”Games Programming” (TDDD23) at Linköping University, but of course any student can apply. Every year we pick a three winners from 10 nominated game prototypes. The jury consists of seasoned games industry people. The winner get to pick a gaming console and 20.000 SEK to finalize the game!

Submit a game to LiU Game Awards [CLOSED]

Finalists 2016

I-Mag
Henrik Ottosson

Robot and Rocks
Axel Brinkeby

Garden
Jesper Tingvall

A Writer And His Daughter – 2ND PRIZE WINNER
Mikael Lindhe, Fredrik Selldén, Ellinor Morén, Sven Thole

Jochen Defense – 3RD PRIZE WINNER
Daniel Gustafsson, Daniel Johannesson, Ivar Grahn

Radical Rabbit Stew – 1ST PRIZE WINNER
Iliyas Jorio

Planetary Dustoff
Albin Odervall, Philip Montalvo

Chicken Boom
Filip Asp, Henning Hall, Elias Kärnsund

Kliniken
David Lindqvist, Max Halldén, Fredrik Präntare

Winners 2010-2015

Winner 2015: Blanda

Winner 2014: Spacecraft

Winner 2013: Wrangle Tangle

Winner 2012: Friday

Fellow Student Pick 2011: Kristall

Winner 2010: Pyzzlix

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SEK to the winning game prototype in LiU Game Awards
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participants – students, scientists and entrepreneurs
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exciting speakers with focus on games and visualization

Partners

Kontakt

Tomas Ahlström

tomas.ahlstrom@liu.se
013-282494

Kontakt