Main Day 1 - Tuesday 9th September

Morning Plenary Sessions

8:00 am - 8:45 am Registration & Breakfast

8:45 am - 9:00 am Chair Opening Remarks


9:00 am - 9:30 am Morning Plenary Panel Discussion – Accelerating Content Creation: Quantity & Quality Control in Live Service Games

Agnes Pinter - Senior Director of Production, Product Madness
Viktor Stankov - Production Director, Gameloft

In the fast-paced world of live service gaming, getting fresh, engaging content to players is essential for retaining their attention, but how can studios maintain top-notch quality under pressure? This session will explore the essential nature of understanding your game’s intrinsic player motivation, strategies for engaging with and implementing player feedback, and the importance of having a scalable and agile game design and technical infrastructure. Learn more about:

  • Balancing the quantity of content output, with designing a game that caters to a variety of player abilities.
  • Navigating high-volume output and enhancing player experience by tailoring content for diverse skill levels and playstyles.
  • Optimising your studio’s technical infrastructure and team’s expertise to improve observability, the integration of player feedback, and reduce downtime and errors.
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Agnes Pinter

Senior Director of Production
Product Madness

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Viktor Stankov

Production Director
Gameloft

9:30 am - 10:00 am Morning Plenary Keynote – Hidden Gems: How to Increase Player-Spend

Liam Wiltshire - Head of Payments & Compliance, Tebex

Player monetization sits at the cornerstone of your game’s sustainability - a must-have for the long-term success of live service games. Yet studios are unintentionally leaving millions on the table by overlooking critical levers that can drive higher player spend and revenue growth without damaging trust or retention.

 

In this data-driven keynote, Liam Wiltshire, Head of Payments at Tebex, draws on 12+ years of experience, supporting over $1 billion USD in transactions for studios like Rockstar Games, Studio Wildcard, and others to share proven tactics that maximize revenue while strengthening player loyalty. Don’t miss the keynote session where Liam will cover:

  • How small changes to payment methods, checkout flows, and store design can significantly boost basket size and player LTV by unlocking hidden revenue.
  • Optimizing the monetization experience across PC and mobile without resorting to "pay-to-win" models.
  • Practical frameworks for scaling Direct-to-Consumer monetization without overwhelming internal teams.
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Liam Wiltshire

Head of Payments & Compliance
Tebex

10:00 am - 10:30 am Morning Plenary Keynote – 7 Predications for AAA Live Service Games

Sergei Vasiuk - Director of LiveOps, Wargaming

This compelling keynote will dive deep into the trends, challenges, and innovations that will define AAA live service games from 2025 to 2030. Whether you're a developer, publisher, or strategist, these insights will help you stay ahead of the curve - before the industry shifts beneath your feet. Attendees will gain a deeper understanding of:

  • Bold predictions backed by data and pertinent industry trends.
  • Emerging engagement and monetization models that will redefine players' experience.
  • Tech and toolset breakthroughs that will shape operational excellence.
  • Strategic insights for navigating an evolving market.
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Sergei Vasiuk

Director of LiveOps
Wargaming

10:30 am - 11:00 am Morning Coffee Break

Morning Stream Sessions

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

11:00 am - 11:30 am Presentation – LiveOps Storytelling: Crafting Narratives That Keep Players Hooked
Chris Lovick - Story Director, Tactile Games

This presentation will detail how and why teams should craft immersive narratives that remain specific, clear, and ready to evolve. From the brainstorming process—stress-testing ideas on colleagues and refining concepts before pitching them—to embracing a hive-mindset that fosters creativity and cross-department collaboration, discover how to build a LiveOps narrative that keeps players invested by:

  • Mastering the art of narrative clarity while maintaining the flexibility needed for LiveOps storytelling.
  • Stress-testing story ideas through internal collaboration to refine concepts before executive pitches.
  • Embracing constructive feedback and assessing what changes will have the greatest impact on the narrative development.
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Chris Lovick

Story Director
Tactile Games

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

11:35 am - 12:05 pm Panel Discussion – The Art of Live Games: Leveraging Technology to Create an Ever-Evolving Visual Identity
Rachele Doimo - Art Director, Square Enix
Alex Perkins - Art and Technical Art Director, Avalanche Studios - Liverpool

Creating a distinct and consistent visual identity is essential for a successful LiveOps game. Panellists will outline their best practice and strategies for establishing a memorable visual art identity, maintaining aesthetic consistency, and achieving clarity that satisfies players by:

  • Establishing a visual hierarchy to enhance the player experience and visual satisfaction.
  • Utilising automated tools and AI to streamline content production, while making the most of your talented team and managing player feedback.
  • Managing budgets effectively to deliver quality visuals without compromising on impact.
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Rachele Doimo

Art Director
Square Enix

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Alex Perkins

Art and Technical Art Director
Avalanche Studios - Liverpool

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

12:10 pm - 12:40 pm Panel Discussion – Automating Localisation at Scale: Leveraging Technology for LiveOps Success
Tamara Tirjak - Head of Localisation, Frontier Developments
Ewa Dacko - Localization Team Lead, Ten Square Games

In the fast-paced world of LiveOps, localisation must keep up with constant content updates and evolving cultural trends. This session will explore a variety of ways studios can successfully integrated technological automation into their localisation workflow, simultaneously improving efficiency, maintaining quality, and engaging players while also navigating the legal risks of automation by:

  • Implementing technology-driven localisation tools such, as machine translation and AI, to streamline content updates and reduce manual workload.
  • Mitigating legal and technical risks associated with automated workflows.
  • Balancing automation with quality control in LiveOps localisation.
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Tamara Tirjak

Head of Localisation
Frontier Developments

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Ewa Dacko

Localization Team Lead
Ten Square Games

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

12:45 pm - 1:15 pm Available for Sponsor Partner

Stream B – Game Operations: Studio, Acquisition, Engagement, & Monetisation

11:00 am - 11:30 am Presentation – Evolving LiveOps Strategy: Lessons from a Leading Studio's Journey
Matthieu Burleraux - Senior Director, Puzzle Games, Rovio Entertainment

In this session, we'll explore how a well-established studio with a globally recognised IP has evolved its live ops strategy over time, adjusted to a growing player base, and adapted to changing player expectations. Drawing from a use case of live ops evolution, we'll touch on:

  • Outlining steps studios can take to successfully evolve live ops strategy.
  • Expanding live ops games onto other platforms and adapting to cross-platform challenges.
  • Catering to a variety of skill levels as the player base grows.
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Matthieu Burleraux

Senior Director, Puzzle Games
Rovio Entertainment

Stream B – Game Operations: Studio, Acquisition, Engagement, & Monetisation

11:35 am - 12:05 pm Presentation – Navigating the Divide: Managing Long Running In-House and Third-Party IP

This session will delve into the critical differences between moving live ops games involving in-house IPs versus third-party IPs, into a self-sustaining model. We’ll examine the unique challenges, such as:

  • Evaluating the distinct challenges and opportunities when handling in-house and third-party IPs.
  • Implementing effective strategies to maintain quality and consistency across self-sustained games.
  • Maintaining third-party stakeholder expectations during the shift.

Stream B – Game Operations: Studio, Acquisition, Engagement, & Monetisation

12:10 pm - 12:40 pm Sponsored by Keywords Studios

Session to be announced

Stream B – Game Operations: Studio, Acquisition, Engagement, & Monetisation

12:45 pm - 1:15 pm Presentation – Mastering Content Updates: Balancing Free & Paid Expansions in EVERSPACE 2
Michael Schade - CEO & Co-Founder, ROCKFISH Games

This talk by Michael Schade, Co-Founder & CEO of ROCKFISH Games, will provide an in-depth analysis of how free and paid content updates for EVERSPACE 2 have performed from a Games-as-a-Service (GaaS) perspective. He will explore the strategic approaches used to balance these updates and how they’ve impacted player engagement, monetization, and long-term retention. Attendees will learn to balance base game engagement via free updates and creating value through paid content by:

  • Implementing effective strategies for balancing free and paid content in a GaaS model.
  • Using metrics to track the performance of content updates and their impact on player retention.
  • Outlining lessons learned from EVERSPACE 2’s journey that can be applied to other games within the GaaS space.
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Michael Schade

CEO & Co-Founder
ROCKFISH Games

Lunch

1:15 pm - 2:15 pm Lunch

Afternoon Stream Sessions

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

2:15 pm - 2:45 pm Presentation – Designing the Ultimate Meta Layer: Maintaining Monthly Live Ops Meta-Loops
Poiasnyk Pavlo - Director of LiveOps Department, Plarium

This presentation will introduce a universal framework for designing a monthly Live Ops events calendar for mid-core games. Poiasnyk will refer to their own games as well as similar titles. He will try to create a step-by-step algorithm that synergises unique offers, in-game events, and promotional campaigns into a cohesive meta-layer. The goal is to provide actionable guidelines that boost in-game KPIs, while offering a scalable template that can be adapted across various projects. 


Chapters:

  • Introduction & Objectives: Overview of the importance of a unified Live Ops strategy and the goals of the presentation.
  • Live Ops Fundamentals & Meta-Loops: Explanation of key Live Ops elements and the concept of meta-loops in Live Ops.
  • Example and Best Practices: What the games have in common in terms of patterns and successful tactics.
  • Developing the Universal Events Calendar Algorithm: Step-by-step guide on constructing the framework and why it works.
  • Conclusion & Key Recommendations: Summary and recommendations.
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Poiasnyk Pavlo

Director of LiveOps Department
Plarium

Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

2:50 pm - 3:20 pm Available for Sponsor Partner


Stream A – Game Dev’: Game Design, Game Development, & Performance Optimisation

3:25 pm - 3:55 pm Presentation – Balancing Game Economies: Designing Systems That Keep Players Engaged and Thriving
Mykola Akulov - Principal Lead Monetization Designer, Outfit7

Creating a robust game system and economy is an essential part of operating live games. In this Talking Tom case study, Mykola Akulov, will not only dive into how to design a balanced resource flow and economy that enhances the player experience and maximises monetisation, but he will also outline actionable steps to take if your initial system design doesn’t deliver the desired results. Gain a deeper understanding of:

  • Designing a seamless resource flow that supports both progression and monetisation.
  • Balancing in-game currencies and rewards to maintain player satisfaction and retention.
  • Adapting and refining your game’s economy if initial designs doesn’t to meet expectations.
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Mykola Akulov

Principal Lead Monetization Designer
Outfit7

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

2:15 pm - 2:45 pm Presentation – Building Bigger with Less: Establishing a Studio, Launching Impactful Games, & Scaling on a Budget
Alexander Rehm - Director of Live Operations, People can Fly

Many studios need to make the most of their resources, sometimes while restructuring their teams, and continue to launch successful titles and features on budget. In this session Alexander Rehm, Director of Live Ops at People Can Fly Studios, will explore how their studio navigates resource allocation, makes the most of opportunity, and scales both their teams and games while meeting growing player demand by:

  • Maximising limited resources to rebuild and drive development momentum.
  • Prioritising what objectives matter most.
  • Scaling teams and LiveOps strategically to sustain long-term growth and player engagement.
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Alexander Rehm

Director of Live Operations
People can Fly

Stream B – Game Operations: Acquisition, Engagement, & Monetisation

2:50 pm - 3:20 pm Available for Sponsor Partner



Stream B – Game Operations: Acquisition, Engagement, & Monetisation

3:25 pm - 3:55 pm Presentation – Divide and Conquer: Scaling Teams into Agile Pods to Benefit Legacy Game Success
Elisa Olmedo - Associate Production Director, King

Elisa Olmedo - Associate Production Director, led a strategic shift in ways of working within the Core Gameplay area of Farm Heroes Saga by re-organising the team into smaller, agile 'pods'. This presentation will explore not only how this model helps the team manage limited resources and increases visibility across all roles, but also how building a great team culture is an essential first step in an organisational change by:

  • Enabling team members to gain a better understanding of cross-team strategies, goals, and approaches.
  • Maximising efficiency and resource management through a structured, cohort-based approach.
  • Drawing a connection between their shift to a pod-model and success of the team.
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Elisa Olmedo

Associate Production Director
King

Afternoon Coffee Break

3:55 pm - 4:25 pm Afternoon Coffee Break

Afternoon Plenary Sessions

4:25 pm - 4:55 pm Afternoon Plenary Keynote – Slot Reserved for Sponsor Partner

Session to be announced

4:55 pm - 5:25 pm Afternoon Plenary Keynote – Mastering the Live Ecosystem: Designing Games for Long-Term Engagement

Matthew Laurence - Engagement Director, Avalanche Studios Group

Creating a truly engaging live game requires more than just strong gameplay—it’s about crafting an evolving ecosystem of systems, community, and brand identity that players want to return to. Many live games fail because they overlook one key reality: players always have alternatives, and sustaining loyalty demands constant innovation. This session will break down the essential elements of best-in-class live game design, from day-one execution to ongoing adaptation, ensuring your game thrives in an ultra-competitive market by:

  • Creating a live game that takes long-term systems design, unique selling points, community support, and brand identity into account.
  • Balancing design and business expectations with an understanding of player loyalty and for steady continued growth.
  • Maintaining best-in-class design throughout the live game life cycle, while also identifying challenges and pre-emptively tackling them along the way.
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Matthew Laurence

Engagement Director
Avalanche Studios Group

In a landscape that relies on player engagement, the importance of the metagame has never been more critical. This session explores how a well-designed meta layer enhances both gameplay and monetisation, while also fostering community. Our experts will dive into strategies such as:

  • Designing metagame strategies that resonate with production and product teams.
  • Leveraging in-game events and in-app purchases to create new revenue streams and strengthen community loyalty.
  • Identifying ways to best assess the market and create a product that both entices new players and caters to the title’s current community.
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Zorbey Canturk

Associate Product Director
King

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Francesca Passoni

Product Marketing Manager
Paradox Interactive

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Oliver Wauters

Lead Game Designer
Glowmade

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Maurício Juliano dos Santos

Game Designer
Kolibri Games

5:55 pm - 6:00 pm Chair’s Closing Remarks & End of Conference Day 1

6:00 pm - 8:00 pm Evening Networking Drinks Reception