Præsentation af støttemuligheder for computerspilbranchen i EU programmerne Creative Europe og Horizon2020. OPlæg i forbindelse med spilstøttemøde d. 25 februar 2014. Læs mere her http://bit.ly/CreativeEU-feb14
The document discusses Denmark's public game funding program. It provides an overview of the program, which gives out 12.5 million Danish kroner per year to support game development. Projects are evaluated on criteria like cultural value, quality, and the team's ability to complete the project. Funding is given in tiers for tasks like project development, production, and launch support. The process involves submitting a written application and interviews. While the funding has no strings attached, the goal is also to help projects attract commercial investment.
This document provides information for attending the Game Developers Conference (GDC) and Global Connect (GC) events, including why they are important industry events and how to best prepare. Key points covered include networking with publishers, investors and partners at GDC/GC; identifying target companies; creating an effective presentation on one's game, studio and objectives; practicing demo materials; and tips for successful meetings at the events. The overall goal discussed is using GDC/GC to find potential publishing, investment or partnership deals.
GDC is primarily about networking with other game developers rather than closing deals. The document provides tips for attending GDC as an indie game developer, including having an elevator pitch prepared, attending social events and parties to meet others, exploring exhibits and talks, and taking advantage of opportunities to play new games and speak with presenters. The main takeaway is that the value of GDC comes from networking and building connections with others in the industry more so than any business meetings.
This document discusses perspectives and practical tools for executing projects on time using agile methodologies. It emphasizes the importance of business value and prioritizing work based on value delivered versus time to complete. The product owner is responsible for managing the backlog, setting priorities, and communicating with the team and stakeholders. Regular sprints with working versions at the end allow for flow and reflection to continuously improve processes and deliver better value to customers.
1) The document discusses various company structures for startups in Denmark including sole proprietorships, partnerships, entrepreneurial companies, private limited companies, and public limited companies.
2) It outlines key details for each structure such as minimum capital requirements, liability, management and governance rules, taxation, and annual reporting requirements.
3) The presentation emphasizes that while sole proprietorships and partnerships have few legal requirements, they provide unlimited liability, while entrepreneurial companies, private limited companies and public limited companies provide liability protection but have more legal obligations.
This document outlines 5 questions that a game studio asks itself as it builds its second studio: 1) What does success look like? 2) How do we create a peaceful work environment? 3) How do we recruit a world-class team? 4) How do we know if we have a hit game? 5) How do we ensure the studio's long-term survival?
Where, how, when - start planning your international presence now. At Growing Games, June 2016, Game Consultant Søren Lass gave the grand tour of conferences. Lass is former International Brand Manager at Ubisoft and Business Development Director at Hamburg-based dtp entertainment and knows his way around the industry.
Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429Interactive Denmark
Global and national games industry numbers. Growth rates, platforms, turnover, export etc. Key Trends in Games – Things to Consider. Presentation from Growing Games Workshop, April 2016, by Jan Neiiendam
The document discusses Denmark's public game funding program. It provides an overview of the program, which gives out 12.5 million Danish kroner per year to support game development. Projects are evaluated on criteria like cultural value, quality, and the team's ability to complete the project. Funding is given in tiers for tasks like project development, production, and launch support. The process involves submitting a written application and interviews. While the funding has no strings attached, the goal is also to help projects attract commercial investment.
This document provides information for attending the Game Developers Conference (GDC) and Global Connect (GC) events, including why they are important industry events and how to best prepare. Key points covered include networking with publishers, investors and partners at GDC/GC; identifying target companies; creating an effective presentation on one's game, studio and objectives; practicing demo materials; and tips for successful meetings at the events. The overall goal discussed is using GDC/GC to find potential publishing, investment or partnership deals.
GDC is primarily about networking with other game developers rather than closing deals. The document provides tips for attending GDC as an indie game developer, including having an elevator pitch prepared, attending social events and parties to meet others, exploring exhibits and talks, and taking advantage of opportunities to play new games and speak with presenters. The main takeaway is that the value of GDC comes from networking and building connections with others in the industry more so than any business meetings.
This document discusses perspectives and practical tools for executing projects on time using agile methodologies. It emphasizes the importance of business value and prioritizing work based on value delivered versus time to complete. The product owner is responsible for managing the backlog, setting priorities, and communicating with the team and stakeholders. Regular sprints with working versions at the end allow for flow and reflection to continuously improve processes and deliver better value to customers.
1) The document discusses various company structures for startups in Denmark including sole proprietorships, partnerships, entrepreneurial companies, private limited companies, and public limited companies.
2) It outlines key details for each structure such as minimum capital requirements, liability, management and governance rules, taxation, and annual reporting requirements.
3) The presentation emphasizes that while sole proprietorships and partnerships have few legal requirements, they provide unlimited liability, while entrepreneurial companies, private limited companies and public limited companies provide liability protection but have more legal obligations.
This document outlines 5 questions that a game studio asks itself as it builds its second studio: 1) What does success look like? 2) How do we create a peaceful work environment? 3) How do we recruit a world-class team? 4) How do we know if we have a hit game? 5) How do we ensure the studio's long-term survival?
Where, how, when - start planning your international presence now. At Growing Games, June 2016, Game Consultant Søren Lass gave the grand tour of conferences. Lass is former International Brand Manager at Ubisoft and Business Development Director at Hamburg-based dtp entertainment and knows his way around the industry.
Growing Games. Vejen til stjernerne. Jan Neiiendam, 20160429Interactive Denmark
Global and national games industry numbers. Growth rates, platforms, turnover, export etc. Key Trends in Games – Things to Consider. Presentation from Growing Games Workshop, April 2016, by Jan Neiiendam
A loyal community can help you create buzz around your game and give constructive feedback. But how do you build a community and when do you to start engaging, how often should you be posting to social media? Kristyna Paskova, Social Media Manager at Unity, got you covered!
Peter Neve, Lawyer at LETT on dealing with international partners. All you need to know about the Negotiation phase:
- Preparation
- Know your partner
- Exchange of confidential information
- Must-have and nice-to-have
Presentation from GrowingGames Aarhus, June 27, 2016. Pixeleap moved from Mobile to PC Development and released BattleSouls on Steam in May 2016. How did the product launch go, and how does the team keep their customers engaged?
Being an entrepreneur is harder than you think, reaching your goals take longer than you expected, and you need luck! That's why you need to know your pain and manage risk.
Is there any hope for financing games? Maz Spork, head of innovation at Egmont Publishing, on the possibilities and challenges in the game industry. What you need to know when you want to think long term and need a way to finance your growth.
Process, pitfalls and opportunities in deal-making and contracts.
Making decisions and striking deals with your partners, employees, customers, publishers, investors and the like. How to enter into an agreement, and to know whether a deal is good or bad. Ali Emek, CEO of game studio Logic Artists is covering it all.
Survival kit - Going to Game Developers Conference / Game ConnectionInteractive Denmark
Going to Game Developers Conference or Game Connection? All you need to know about … A general introduction + survival tips from Thomas H. Lund, CEO of Full Control
Going to GDC 2015? All you need to know about Game Connection + meetings at hotels etc by Søren Lass, Business Development Director at dtp entertainment AG. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
GDC 2015. All you need to know about PLAY, Events, PartiesInteractive Denmark
Going to Game Developers Conference? All you need to know about PLAY, Events, Parties by Dajana Dimovska, CEO Knapnok Games. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
This document lists various game exhibitions, conferences, and events that Knapnok Games exhibited and showcased their games at between 2011 and 2014. It includes events like the Game Exhibition in San Francisco in 2011, Indiecade in 2011 and 2013, the Game Developers Conference in 2013 and 2014, and E3 in 2014. The document provides contact information for Dajana Dimovska to discuss exhibiting games or doing talks and networking at events.
What does the danish game industry look like in 2014?
Turnover: 823mkr (+27%)
T.O/Employee: 1.131tkr (+27%)
Profit (40 companies): 214 mkr (+133%)
Companies: 149 (+3%)
Gaming and animation in China, Innovation Centre Denmark, Growing Games 2014 Interactive Denmark
- Chinese gaming market (size/scale, opportunities)
- Chinese gaming companies (giant vs the gazelles)
- Success story of western games in China
- How to develop, publish and sale a digital product in China (platforms, channels, publishers) – go to market
- Popular types of gaming products in China
- How ICDK Shanghai could help in facilitating you and your company.
Ning Kang is ICT Innovation Officer at Innovation Centre DK, Shanghai. Works on a daily basis with the digital industries in Asia and knows the potential for games, apps and interactive products in the region. Growing Games, november 2014.
Going global. The KOGAMA experince. Kaspar Strandbygaard, Growing Games 2014Interactive Denmark
Caspar Strandbygaard is founder and CEO of Multiverse, whose games are sold throughout the world in both Europe, North America and countries such as Brazil and Russia.
Boosting internationalization and market acces. Watagame, Growing Games 2014Interactive Denmark
Henrik Riis, +10 years experience in game industry, founder and CEO of watAgame and the kids-aimed social media networks GoSupermodel and Momio shares his Internationalization Recipe. Growing Games, november 2014.
.
You, as a team manager, need to have self-insight, set goals and stick to them, listen and communicate. Most important is to Protect Your Team. Also: remember the champagne! Charlotte Delrans slides on team management. Growing Games, September 11. 2014
How do you build motivation and lead highly specialized? Ten short steps, presented by Jeppe Kilberg Møller, Kiloo CPH. Slides from Growing Games, September 11, 2014 on Leadership and Management.
Growing Games: The Primadonna Theory. How do you motivate?Interactive Denmark
How do you motivate?
How to lead highly specialized people, who are motivated by a higher purpose, wishing to make a difference?
Anna Porse Nielsens slides from Growing Games, September 11, 2014 on Leadership and Management.
The document provides an overview of intellectual property rights (IPR) basics and tips for game developers. It summarizes IPR concepts like patents, copyrights, trademarks, and designs. The document then discusses important considerations for game developers regarding employees, including hiring, managing employment agreements, and properly terminating employees. It emphasizes getting IPR in writing and avoiding discrimination during the hiring process. The document concludes by offering free legal advice from Integra Law Firm to attendees of the Growing Games event.
A loyal community can help you create buzz around your game and give constructive feedback. But how do you build a community and when do you to start engaging, how often should you be posting to social media? Kristyna Paskova, Social Media Manager at Unity, got you covered!
Peter Neve, Lawyer at LETT on dealing with international partners. All you need to know about the Negotiation phase:
- Preparation
- Know your partner
- Exchange of confidential information
- Must-have and nice-to-have
Presentation from GrowingGames Aarhus, June 27, 2016. Pixeleap moved from Mobile to PC Development and released BattleSouls on Steam in May 2016. How did the product launch go, and how does the team keep their customers engaged?
Being an entrepreneur is harder than you think, reaching your goals take longer than you expected, and you need luck! That's why you need to know your pain and manage risk.
Is there any hope for financing games? Maz Spork, head of innovation at Egmont Publishing, on the possibilities and challenges in the game industry. What you need to know when you want to think long term and need a way to finance your growth.
Process, pitfalls and opportunities in deal-making and contracts.
Making decisions and striking deals with your partners, employees, customers, publishers, investors and the like. How to enter into an agreement, and to know whether a deal is good or bad. Ali Emek, CEO of game studio Logic Artists is covering it all.
Survival kit - Going to Game Developers Conference / Game ConnectionInteractive Denmark
Going to Game Developers Conference or Game Connection? All you need to know about … A general introduction + survival tips from Thomas H. Lund, CEO of Full Control
Going to GDC 2015? All you need to know about Game Connection + meetings at hotels etc by Søren Lass, Business Development Director at dtp entertainment AG. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
GDC 2015. All you need to know about PLAY, Events, PartiesInteractive Denmark
Going to Game Developers Conference? All you need to know about PLAY, Events, Parties by Dajana Dimovska, CEO Knapnok Games. Slides from the GDC preparation workshop, January 22, 2015 at Io-Interactive.
This document lists various game exhibitions, conferences, and events that Knapnok Games exhibited and showcased their games at between 2011 and 2014. It includes events like the Game Exhibition in San Francisco in 2011, Indiecade in 2011 and 2013, the Game Developers Conference in 2013 and 2014, and E3 in 2014. The document provides contact information for Dajana Dimovska to discuss exhibiting games or doing talks and networking at events.
What does the danish game industry look like in 2014?
Turnover: 823mkr (+27%)
T.O/Employee: 1.131tkr (+27%)
Profit (40 companies): 214 mkr (+133%)
Companies: 149 (+3%)
Gaming and animation in China, Innovation Centre Denmark, Growing Games 2014 Interactive Denmark
- Chinese gaming market (size/scale, opportunities)
- Chinese gaming companies (giant vs the gazelles)
- Success story of western games in China
- How to develop, publish and sale a digital product in China (platforms, channels, publishers) – go to market
- Popular types of gaming products in China
- How ICDK Shanghai could help in facilitating you and your company.
Ning Kang is ICT Innovation Officer at Innovation Centre DK, Shanghai. Works on a daily basis with the digital industries in Asia and knows the potential for games, apps and interactive products in the region. Growing Games, november 2014.
Going global. The KOGAMA experince. Kaspar Strandbygaard, Growing Games 2014Interactive Denmark
Caspar Strandbygaard is founder and CEO of Multiverse, whose games are sold throughout the world in both Europe, North America and countries such as Brazil and Russia.
Boosting internationalization and market acces. Watagame, Growing Games 2014Interactive Denmark
Henrik Riis, +10 years experience in game industry, founder and CEO of watAgame and the kids-aimed social media networks GoSupermodel and Momio shares his Internationalization Recipe. Growing Games, november 2014.
.
You, as a team manager, need to have self-insight, set goals and stick to them, listen and communicate. Most important is to Protect Your Team. Also: remember the champagne! Charlotte Delrans slides on team management. Growing Games, September 11. 2014
How do you build motivation and lead highly specialized? Ten short steps, presented by Jeppe Kilberg Møller, Kiloo CPH. Slides from Growing Games, September 11, 2014 on Leadership and Management.
Growing Games: The Primadonna Theory. How do you motivate?Interactive Denmark
How do you motivate?
How to lead highly specialized people, who are motivated by a higher purpose, wishing to make a difference?
Anna Porse Nielsens slides from Growing Games, September 11, 2014 on Leadership and Management.
The document provides an overview of intellectual property rights (IPR) basics and tips for game developers. It summarizes IPR concepts like patents, copyrights, trademarks, and designs. The document then discusses important considerations for game developers regarding employees, including hiring, managing employment agreements, and properly terminating employees. It emphasizes getting IPR in writing and avoiding discrimination during the hiring process. The document concludes by offering free legal advice from Integra Law Firm to attendees of the Growing Games event.
2. 2014-2020
WHY CREATIVE EUROPE?
The cultural and creative sectors offer great potential to
boost jobs and growth in Europe. EU funding also helps
thousands of artists and cultural professionals to reach
new audiences. Without this support, it would be difficult
or impossible for them to break into new markets.’
Androulla Vassiliou
Commissioner for Education,
Culture, Multilingualism and Youth
3. Program
• 14.00: Velkomst ved Ene Katrine Rasmussen, CED og Jan
Neiindam, Interactive Denmark.
• 14.10: Præsentation af støttemulighederne for spil i
Creative Europe ved Ene Katrine Rasmussen.
• 14.40: Præsentation af Horizon2020 og støttemuligheder
for spilvirksomheder ved Christian Holstein, Eurocenter.
• 15.10: Erfaringer med spil og forskningsprogrammer. Simon
Egenfeldt-Nielsen fra Serious Games.
• 15:40 Spørgsmål og diskussion.
• 16.00 Slut
4. OM ET KREATIVT EUROPA
Kører i 7 år (2014-2020)
Støtter:
• Udvikling af europæiske film, tvprogrammer og spil
• Distribution og markedsføring af
europæiske film, festivaler og
biografnetværk
• Uddannelse til fagfolk/kunstnere i
den kulturelle og kreative industri
• Litterære oversættelser
• Samarbejde på tværs af nationale
grænser
2014-2020
8. 2014-2020
STØTTE TIL UDDANNELSE
OG UDVIKLING
Tusindvis af fagfolk inden for de
audiovisuelle medier kan
deltage i uddannelsesaktiviteter
Støtte til udvikling af spillefilm,
animationsfilm og
dokumentarfilm til biografer, tv
eller digitale platforme
Støtte til udvikling af videospil
9. 2014-2020
TVÆRSEKTORIEL
GREN
€ 121 mio. til en
garantifond for at facilitere
lån til kulturelle og
kreative virksomheder og
organisationer
Støtte til
pilotprojekter, som bygger
bro over forskellige
kulturelle og kreative
sektorer
10. Overview of the OPPORTUNITIES
Support for Independent Producers
PREVISION 2014
1200
applications
260
selected
20 M
170
applications
50
selected
11,8 M
11. Adgang til e-forms 7 trin
•
•
•
•
•
•
•
Registrer dig i European Company Register (Participants Portal), for at få en
Personal Identification Code (PIC) – den er nødvendig for at få adgang til de
forskellige e-form, også bare for at se dem. Hvert selskab skal bare gøre dette EN
gang – koden bliver givet til dit selskab eller organisation for evigt.. Start med at gå
ind på dette link: http://ec.europa.eu/education/participants/portal
Derefter her: http://ec.europa.eu/culture/creativeeurope/calls/index_en.htm klik på den relevante støtte og gå længere ned på
siden til du ser ordet e-forms og klik på dette link.
Klik så på create new application form;
Det næste man skal gøre er at skrive sit username og password, som du fik da du
registrerede dig på Participants Portal;
Vælg programmet Creative Europe, klik så på det relevante ansøgningsskema.
Skriv din PIC code og klik på Create Application e-form;
Gem skemaet på din computer!!!
12. Video Games
DEVELOPMENT
•
•
•
•
Uafhængige spilproduktionsselskaber - europæisk
Skal have rettighederne
Kommercielt potentiale
Erfaring . Selskabet skal have produceret et spil før –salgsrapporter
(de sidste 2 år)
• Alle digitale platforme
• 8 måneder til første spilbare version. Beta
• Euro rate. Den måned call’et udkommer.
Education
and Culture
13. Hvad støttes
•High innovative and creative value, cultural diversity and enhanced Europe’s
cultural identity and heritage
•Extensive cross border potential able to reach European and international
markets
•Provide substantial interactivity with narrative component
•Show high level of ambition in terms of gameplay, user experience and artistic
expression
•Be highly original, creative and innovative compared to existing mainstream
works
•Enhance Europe’s cultural inheritage and identity
•Show commercial potential and ambition in European and international markets
14. Provide substantial interactivity
with narrative component
•Deadline 28. marts.
•Start udvikling ved ansøgningstidspunkt
•2.5 mill. Euro om året. Kun en deadline i 2014.
•Ca. 20 projekter
•EUR 10.000 -50.000 til concept development (playable prototype)
•EUR 10.000-150.000 til project development (playable game concept)
•50% af budgettet
•Kan ikke kombineres
•Extra points lande med lav produktionskapacitet, ung målgruppe og co-production.
Welcome to Creative EuropeLet’s take a look at the Creative Europe programme, and what benefits and opportunities it offers to the cultural and creative sectors.
About Creative EuropeSo, what is the Creative Europe programme and why is it being launched? Well, The cultural and creative sectors express Europe’s immensely rich and diverse cultural heritage, and contribute to the development of our societies. These sectors play a major role in the European economy and help generate growth and jobs.Creative Europe is designed to protect and promote cultural and linguistic diversity in the EU, strengthen the competitiveness of these sectors, and open up new markets, opportunities and audiences for those involved.It brings together and builds on the success of the Culture, MEDIA and MEDIA Mundus programmes, which ran from 2007-2013, and offers thousands of artists, cultural professionals and organisations the chance to secure funding for a wide range of activities, within and outside the EU.There are three parts to the new Creative Europe programme – the Culture sub-programme, the MEDIA sub-programme and the Cross Sectoral Strand – each of these will be covered in more detail later on in the presentation.
Budget BreakdownIn terms of budget, the European Commission have shown their commitment to Creative Europe by proposing a massive €1.46 billion, which is a 9% increase on the previous programmes.The funding is approximately distributed as shown, with 56% reserved for the MEDIA sub-programme, 31% for the Culture sub-programme and 13% for the Cross-sectoral strand://ec.europa.eu/culture/media/creative-europe/index_en.htm
Culture sub-programmeCreative Europe’s Culture sub-programme is intended to help cultural and creative organisations to operate across borders both within Europe and internationally.The programme provides opportunities for the exchange of artists and performers between countries, allowing them to reach out to new and larger audiences in the EU and beyond.Another focus is on supporting cultural and creative individuals and groups to enhance their skills and abilities by engaging in international cooperation activities and building strong international networks.To sum up, the main priorities are cross-border cultural activities, the wider circulation of European literature, and stimulating interest in, and improving access to, European cultural and creative works and cultural heritage.Now let’s takea closer look at the main areas in the Culture sub-programme.
MEDIA sub-programmeThe MEDIA strand of Creative Europe supports the EU’s film and audiovisual industries to develop, distribute and promote their work across all platforms.It helps projects with a European dimension to get off the ground and find new international markets, and also part-funds the training and development of both budding filmmakers and established professionals.Funding is targeted at a number of areas including: strengthening the industries’ levels of innovation and competitiveness, testing new approaches to audience development, helping to develop projects with a greater international appeal, and encouraging more European and international co-productions.Finally, the programme aims to increase the distribution of audiovisual projects through international marketing, branding, distribution and exhibition, and make them more widely available through promotion, events, film literacy initiatives and festivals.So that gives you a brief overview of the MEDIA sub-programme. Now we’re going to breakdown some of those areas into more detail.
Training & Development SupportFunding through the MEDIAsub-programme helps to provide audiovisual professionals with the necessary skills to adapt to new market developments, through activities such as training, knowledge sharing and networking. Support is offered for the development phase of a range of audiovisual activities, with the aim of encouraging companies to develop works with high creative and artistic values so that they enhance their appeal among international audiences.Works specifically intended for television can also receive support providing that several different countries participating in the MEDIA sub-programme participate.
Cross Sector SupportWhile the Culture and MEDIA sub-programmes operate in their own sectors and have their own aims, Cross Sector Support is dedicated to all sectors covered by the Creative Europe programme and helps small cultural and creative firms access finance.From 2016, a €121 million financial guarantee instrument will be available to provide loans to operators from the cultural and creative sectors. There will also be support for transnational policy cooperation, and for pilot projects
InformationTo find out more about the Creative Europe programme, visit the websites shown on the slide.