Sofia Game Jam is a 48-hour hackathon where we make games and invite important people from the game industry to tell us what’s what. Everyone is welcome! No matter if you are really into game development or you are just a gamer who wants to try making games - SGJ is the place for you!
The Jam is a non-profit event fully run by volunteers known for fostering friendships while increasing opportunities among participants. It’s not a competition, but rather a way to stimulate innovation, experimentation, and collaboration in the Bulgarian game dev community.
Our ultimate goal is to create a space where everyone is free to experiment with game mechanics, explore their imagination and try out new ideas. And check this! We are part of Global Game Jam - one of the fastest growing initiatives in the world. In 2018, 42,800 participants from 803 sites in 108 countries around the globe created 8,606 games for 48 hours!
We were one of those locations!
And now we want to do even more...
Sofia Game Jam WEEK is a three-part initiative of open to the public events about game development and digital artistry. Each event is dedicated to a specific topic, features experienced speakers from the industry, and also gives an opportunity to young people to meet directly with Bulgarian game companies and learn about the job opportunities there.
Come to the Polish Institute in Sofia to meet with the biggest game companies in the country, including Ubisoft Sofia, Snapshot Games, Incineration Productions and more!
We've invited EU and BG game developers and film industry veterans to share their experience with you in four consecutive days, each dedicated to a different topic.
Well, this one you already know!
From Friday to Sunday we are going to make awesome games and have fun in the historical Slaveikov hall in Institut Français de Bulgarie.
Staying away from Google tips and hints, we'll share some personal experience and thoughts which shape our daily work and projects. Hope we'll make indie devs think more about their original ideas and how they can adapt to the constant winds of change.
The establishment of Creative Assembly in our capital was a huge and amazing surprise for so many of us - the gamers, that grew up playing the Total War series. Georgi is here to tell us about Creative Assembly Sofia's way to AAA! And how, why and... OMG SEGA QA is coming to Bulgaria!
You love Pokemon Go? Hristo will talk about the Augmented Reality technology, how it works and what are the potentials of it. And yes, there is a lot more to it than Pokemon Go.
Games can have mostly narrative (Stanley's parable) and mostly mechanics (Factorio). Most games however try to mix the two. Why and how? Here is what we learned while trying to combine them.
Ubisoft Sofia is the first AAA studio in Bulgaria. Want to know how this came to be? Rossen and Delyan will share this inspiring story.
Closing the night is one legend of the Bulgarian game development industry - Vesselin Handjiev. Instead of just presenting himself or his studio Black Sea Games, Veso will answer your questions about the studio and the game dev reality in Bulgaria. Moderator of the Q&A is our co-organizer Virginia "GiGi" Kirova. You can start sending your questions to firstname.lastname@example.org or ask them during our livestream.
We invite you to join our presentation where we will tell you who we are as a company, who our clients are, and why they choose to work with us. We'll also share which Chaos Group products are used in the VFX and gaming industries, and how artists use our products to enhance their work. In the process, we’ll show you how V-Ray helps some of the largest world-famous VFX houses create blockbusters like Avengers: Infinity War.
Have you been looking for a just-the-right-performance, battery-lasting-as-much-as-you-do, durable *and* inexpensive workhorse of a notebook for OpenGLES coding? There's a sea of inexpensive, well-performing, GLES ES-3x-capable notebooks lurking beneath our sight. They're all well-tuned to the needs of the software ecosystem of a huge software vendor, which, luckily to us, includes proper GLES 3.x. No, I'm not talking of Always-connected (tm) Win10 notebooks. If you enjoy hacking bits and pieces of your engine pipeline & tweaking shaders under the most unlikely work conditions -- outdoors, on a plane, on a park bench -- on a trusty-yet-expendable backpack-fitting notebook, join me in this talk about how to get a GLES 3.x work environment on a chromebook, web browser not required*. * Basic understanding of GL ES 2.x and C++ required.
We'll be talking about my career path, project and experience. How the traditional art background (from the Bulgarian Academy of Fine Arts) fits in the digital era and movies. What is my personal approach and choices when making a character (design, sillouethe, volumes, details). How to fit it into the storytelling and creating a scene rather than just turntable. And finally about the production standarts like software and rules.
Ever wonder what we mean by “constantly evolving alien threat” in Phoenix Point? Let Elena walk you through the very specific threat our animators overcome every time a new creature has to be added.
Kamen will present his successful tackling of the Phoenix Point alien mist effects, which had to look both menacing and beautiful, which is a harder combination than you’d think.
This one is going to be crazy. Because Lyubo is crazy. Sorry, Lyubo! Facts are facts.
Oh My Gaaaawd! This is really happening! We'll have a special Q&A with Anthony Christov - Art director and Production designer at PIXAR Animation Studio for the past 18 years. Now he's back in his home country to co-create the IDEA Academy in Sofia. Click on his name for more info about the academy and start sending your questions to email@example.com! Moderator of the Q&A is our co-organizer Virginia "GiGi" Kirova.
The world of Godot engine and how I joined one of the fastest-growing open source communities. As a teenager.
Artificial intelligence in computer games is often the main subject of players' complains. It's considered either unrealistic, stupid or just plain irritating. How is it possible that graphical fidelity is rapidly advancing and AI seems to be on the same level as 20 years ago. The speaker will address these issues by explaining how AI works and what's its role in video games providing examples and algorithmic solutions for most common artificial behaviour problems.
THIS. IS. SPA.. a Giant Snake that we want to get away from! Wait! It's actually one of the coolest and hardest bosses to beat in Assassin's Creed Origins! Let's check out how this huge venomous creature came to its digital life.
Want to know the secrets and approaches of designing creative choices in video games? Bave from Snapshot is ready to spill the tea!
Designing levels for a turn-based strategy is no easy feat. Balance is key. Let Alex walk you through the basics of level design.
Yuriy will show you how to create custom shaders for your game with zero code and little hassle. Learn to love the node!
As a relatively new member of This War of Mine team, I've tried to analyze and understand visual language of this game. During my talk I will share with you my thoughts about decisions, that were made during production process.
Simeon (with little help from Todor and Ivaylo) will show us one of his latest projects - the soundtrack of Elea Episode 1 by the Bulgarian indie studio Kyoday. He will tell us what are the challenges and hardships music creators must beat when composing for video games. And even more important - what are the upsides of working on indie projects and why having a small budget is not entirely a bad thing.
Welcome to the world of the sound in video games! Elitsa will be your guide. She will share her amazing experience, expertise and love of music with us, just weeks before she heads to GDC 2019 to speak about "The Power of Music in the Immersive World of "Assassin's Creed" during the biggest game dev event in the world!
Every video game has it's gameplay, but it also has specific style and concept art. The music should be able to reflect this in the best possible way and to immerse the player in the setting and atmosphere.
What is the future of the music in the video games? – Music, which not just changes, but adapts and evolves in real-time, according to the players decisions, actions and choices.
We have a weekend ahead of us during which we are to make and release a video game, featuring an engaging concept, fun gameplay, neat graphics, nice sounds, and music. Why don’t we make the music respond to (or anticipate) what happens on the screen? In this talk I’ll outline several simple approaches to adaptive music, both high-level music design (which gameplay states should drive the selection and playback of music) and low-level music structure (how to make or prepare the music tracks themselves). Implementing my suggestions will take only a little of your programmer’s and musician’s valuable time, yet it will help your music boost the player’s overall experience.
Tickets for the Game Jam have been sold out! You can still attend the lectures and the job fair. They are FREE!