I got the opportunity to attend the second iteration of For Devs (formerly known as Game Summit Sweden)! Here are some of my reflections.
For Devs is a game development conference in Stockholm organised by Dataspelsbranschen (the Swedish Games Industry organisation body). My conference ticket was kindly sponsored by my employer Resolution Games.
First up was an introduction by Per Strömbäck, head of secretariat at Dataspelsbranschen, who welcomed everyone to another year of the For Devs conference. He also introduced Marléne Tamlin, the Head of Sustainability at Dataspelsbranschen who presented a sustainability report titled Code, Climate, Creativity: Game Development and the Green Transition.
The first talk of the conference was the keynote titled Sweet Baby Detected: Representation and Innovation in Narrative Development, by Kim Belair, CEO of Sweet Baby Inc. Here, Belair first described Sweet Baby Inc’s role in the games industry as a narrative development studio and likened their work to that of Carrie Fisher’s as a well known script doctor, stating their wish to be “gamedevs for gamedevs” rather than becoming known by gamers.
Belair then went on to explain what it felt like to be harassed, stating that the entire team (as well as people who defended them) were hounded off of social media and that they lost their voice as individuals. She stated that when being harassed, it didn’t matter what you believed in or said, and it didn’t matter what the rest of the world believed in or said either, due to the sheer amount of misinformation being peddled. Belair worried that this would spell the end of the company and of her role in the game industry, believing that she would be considered “too dangerous to work with”. In reality, while companies were publicly silent, in private many teams reached out and gave support. Regardless of the harassment, deadlines didn’t change, and production didn’t and couldn’t stop.
After the keynote, Bernice Chauly, senior writer and cultural advisor at Avalanche Studios Group sat down with Kim Belair for a Q&A session. Chauly opened the session by stating that harassment and hate speech has always existed in the writing and art community, making references to Salman Rushdie and James Joyce. While Chauly and Belair discussed further repercussions of the harassment, Belair expressed dismay at the fact that it was harder to do outreach work with game developers now due to her email and social media pages being filled with hate, and that there was a tacit agreement within the games industry that if you get harassed, you’re on your own. Both expressed concern that the industry was creating a player base that feels like they have a right to hold game developers hostage if they don’t get what they want, with one proposed way of managing this expectation was to normalize the humanity of game development.
Belair and Chauly went on to discuss diversity in games, stating that the goal wasn’t simply tokenism (diversity for diversity’s sake) or exoticism, but rather having characters with personality that makes underrepresented people feel like you thought about them. Finally, they spoke about writers feeling unseen in a project, especially when most game projects are primarily driven by tech. Writing is mostly seen as easy to delete, and as a final wrapper to be added towards the end of the game. Was it possible for a writer to be valued first and foremost?
The next talk I attended was The Mystery of the Remake by Anna Oporska-Szybisz, senior level designer from Bloober Team. Here, she spoke about the challenges of working on a remake from the much beloved game Silent Hill 2. In particular, she stated that her team relied on 4 key elements for gaining a good understanding of the original game:
Oporska-Szybisz also made sure that the team kept both new players as well as older and more entrenched players in mind by using playtesters with varied backgrounds. Some playtesters had never played the original game before, some had never played horror games before, while some playtesters were very familiar with the original game. Even then, she still expressed worry that there might be backlash from some players. Bloober Team also met with the original developers of Silent Hill and received feedback from them.
After lunch, I listened in on a panel titled Being the Voice Of Reason and Nice Vibes – Being a Community Manager and What To Think About with Hanna Fogelberg, Head of Community at Landfall, Anna Erlandsson, community manager at The Gang, and Jeremy Fielding, community manager at Stunlock Studios. The panel first discussed who consisted of their respective communities before talking about ways to make community spaces more inclusive, such as by being present to set an example to the community, establishing social structure and tone early, and starting community building early to make sure early joiners become long standing community members. A note was made that community run spaces tend to be very difficult to establish boundaries and rules in if you haven’t set them before hand.
After discussing the pros and cons of each social network and community space, some tips and tricks were mentioned on how to better work with community as a community manager. These included:
Up next was a session by Raunaq Singh Sokhi, game designer at EA DICE, and Emelie Fuller, software engineer at EA DICE, titled The Tetralemmas of Game Making. This was an interesting talk that centred around tetralemmas, concepts from Buddhist logic, as tools for decision making. While a dilemma contains two options that are mutually exclusive (either choice A or choice B) and collectively exhaustive (they’re the only options that exist), a tetralemma has 4 different options (choice A, choice B, both choice A and B, or neither choice A and B). In essence, framing an issue as a tetralemma can allow the consideration of other options that may not have been considered before, which can then allow for reframing the problem or question.
Here, Singh Sokhi presented the use of tetralemmas in figuring out how to best understand whether new game modes released in Battlefield 2042 were a success or not. While previously, new game modes were always compared to the Conquest game mode (a classic mode that was always popular), evaluating them was therefore framed as a dilemma (either it was better than Conquest, or worse than Conquest). Framing the problem as a tetralemma however reframed the problem of evaluating game modes as being multimodal, where game modes could be designed with different goals in mind and succeed and fail for each of them. Fuller then described another use of tetralemmas in the production process, particularly when working on prototype code that was deemed valuable enough to require for production, but not up to standard enough to keep the existing code. Here, the problem was reframed by leveraging existing systems that had been battle-tested, and repurposing them for a completely new feature.
I then dropped in on a panel titled The Power of Mentorship with Paula Ingvar, general manager of Candy Crush Saga at King, Valeria Matos, senior UI designer at King, Jenny Brusk, project manager at Science Park Skövde and founder of DONNA, and Astrid Vahlström, mentee at King. The panelists first talked about specific mentorship opportunities for students, minority groups, and early career graduates in Sweden that were interested in joining the games industry, such as DONNA Day and King’s internship and trainee programs. A distinction was made between formal mentorship (such as through the aforementioned programs), and informal mentorship (that occurs outside structure programs).
The panelists described being a mentor as being able to give back and being able to help underrepresented groups. To “become the mentor you never had”, it was suggested to be an active listener and champion your mentee whenever possible, as well as find career and networking opportunities for them. It was also important to set clear expectations and boundaries (such as having a specific amount of session for example, since you can’t do everything). For people who were interested in finding a mentor, they suggested asking your manager for help in finding someone suitable (since ideally a mentor should not be in a direct line of supervision to you since that could introduce a conflict of interest) or by going to industry events and asking around. It was suggested not to set the bar too high (an industry star might be too busy to help out for example) and that everyone could be a good mentor depending on what you were looking for.
The final talk I attended at the conference was Make Games with Humanity by Shila Vikström. This was a fantastic talk that discussed a lot of topics that I have also been thinking about lately. Vikström started the talk with a personal message about how much games mean to her and to everyone in the industry, and how inevitably, games are not made in a humane way, stating that the industry is full of people filled with resentment towards the system, mistreated, burnt out, creatively hurt, and fallen out of love with games. Inevitably, more energy is spent on what type of game we want to make, rather than how we want to make it, and while there’s lots of educational programs to bring new people into games, the industry is doing almost nothing to make them stay.
Vikström proposes several areas that need to be tackled:
After a sneak peek by Johanna Nylander, head of analytics at Dataspelsbranschen, at the upcoming yearly report on the Swedish games industry, the conference was officially over!
While everyone made their way to the Night of the Devs conference after-party, I had to head back home to take care of a newborn. Nevertheless, it was a great edition of the conference, and I managed to both meet people I didn’t know before, as well as catch up with people in the industry I already knew. I look forward to attending again next year!