Programmation

Prêt à apprendre des cerveaux les plus brillants du développement de jeux?

MIGS26 est de retour avec plus de scènes, plus de conférenciers et plus d’occasions de faire progresser votre entreprise et votre carrière.

Cette édition comprend trois scènes de contenu – couvrant volets affaires, les stratégies de développement externe, et développement – pour offrir les stratégies, idées et perspectives qui façonnent l’avenir de l’industrie.

Des géants AAA aux indépendants innovants, ces experts de l’industrie ont bâti des mondes, lancé des succès et dirigé des équipes à l’échelle mondiale.

Apprenez des créateurs derrière ces jeux

Conférenciers et conférencières de 2026

Alex Massé

Alex Massé

Founder and lead developer, Studio Paralives

Clint Hocking

Clint Hocking

Founder, Build Machine Games

Daniel Wilén

Daniel Wilén

Managing Director, Arctic Game

Gabriela Siemienkowicz

Gabriela Siemienkowicz

Communications Lead, 11 bit studios

Hans Haave

Hans Haave

Oro Interactive, Chief Publishing Officer

Hugo Obi

Hugo Obi

Founder, Maliyo Games

James Karras

James Karras

Executive Producer, Brain Jar Games

Jason Della Rocca

Jason Della Rocca

Co-Founder, Execution Labs

Jesse Paliotto

Jesse Paliotto

Director of Demand Generation, FastSpring

Junae Benne

Junae Benne

Marketing journalist, Benne Media Solutions

Kris Schoneberg

Kris Schoneberg

Co-Founder & Design Director, Studio Reset

Kristian Roberts

Kristian Roberts

CEO, Nordicity

Louis-René Auclair

Louis-René Auclair

CEO, RocketRide Games inc.

Mark Val

Mark Val

Head of Growth, Photon

Mike Coeck

Mike Coeck

CEO, Cybernetic Walrus

Nick Hall

Nick Hall

Commercial Manager, Reforged Studios

Paul Fogolin

Paul Fogolin

President & CEO, ESAC

Phil Molodkovets

Phil Molodkovets

Publishing Director, Kraken Express

Pierre-André Déry

Pierre-André Déry

Co-Founder & CEO, Studo Ricochet

Robert Feather

Robert Feather

Senior Product Manager, Fireshine Games

Samer Abbas

Samer Abbas

Founder, Arabic Game Partners

Sandra Smedegaard Mondahl

Sandra Smedegaard Mondahl

Senior Manager - Global Studio Strategy, IO Interactive

Sarah Thomson

Sarah Thomson

Account Management Director, EGS and UE, Epic Games Store

Søren Lundgaard

Søren Lundgaard

CEO, Ghost Ship Games

Tanya Short

Tanya Short

Captain, Kitfox Games

D'autres annonces à venir

Conférences 2026

404 Error: Player Not Found

Many developers don’t think about their audience until they’re getting ready to launch. They build a game they love, assume “it’s for everyone,” and discover too late that if everyone is your audience, no one is.

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Alt Funding: New Approaches to Financing Games in a Self-published World

In a world where self-publishing has become the default setting for most games studios, the question remains: how do we finance our games? In this panel, we will explore different perspectives on how to address the issue. The discussion will range from emerging new fund models, to changes in financing terms, to the evolution of funder objectives. If you are looking for funding outside the traditional publisher landscape — or looking to invest in games through a new vehicle, this is where you want to be.

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How IO Interactive’s studio strategy shaped 007 First Light

Empowering Impactful People: “How IO Interactive’s studio strategy shaped 007 First Light” explores how IO Interactive evolved from a single studio into a globally connected development organisation while building 007 First Light. Sandra S. Mondahl shares lessons on scaling teams, maintaining culture across locations, enabling effective leadership in distributed environments, and connecting local studio strengths to a shared global vision.

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International Growth Markets

This panel will explore the game consumption growth markets of Africa, Latin America, and the Middle East. Often dismissed as insignificant relative to the USA and Chinese global dominance, these more “exotic” regions are experiencing higher degrees of growth in recent years and represent untapped markets for selling our games and finding new fans. Further, each region has its own peculiarities to achieve success, best understood from experts operating in the region.

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Leading a Studio to Overwhelmingly Positive Success

Brain Jar Games successfully launched a new IP into Early Access with their hit title, Dead as Disco, a top Steam seller with reviews at an astonishing 97% (Overwhelmingly Positive). As today’s gaming landscape gets more and more difficult, James will walk through what set Brain Jar up for not just Early Access success, but continued success in the future. This talk is useful for anyone interested in developing and marketing a new IP and setting up their team/studio to achieve that.

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Paralives: From Solo Dev to Competing with The Sims

In this talk, Alex Massé, the founder and lead developer of Paralives will detail how what started as a solo project managed to become a successful life simulation game thanks to a marketing-first strategy. An overview of the challenges encountered will be shared, covering many aspects of the project such as the Patreon crowdfunding, the technical difficulties, the art direction, increasing the size of the team, the marketing around launch, the Early Access release, and more. After 7 years of development with a small team of 15 people, Paralives released on May 25, 2026 and sold more than 1M copies in its first month.

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So You Went Indie: How to Survive to the Pitch

For decades we’ve seen veteran developers jump ship and start their own studios — but here in 2026, there are new challenges to face, and new strategies to employ. Join Tanya X. Short, Captain of Kitfox Games (established 2013), in learning from Clint Hocking (Build Machine Games, 2026), Kris Schoneberg (Studio Reset, 2026), and Pierre-Andre Dery (Studio Ricochet, 2026) all about the freshest hazards, risks, and rewards they’re facing in their independent journeys. Each studio is following a different path, but all approach the same fundamental problem of how to orient yourself and your team towards that first pitch meeting, with your first game. This panel will NOT discuss funding directly, but rather the logistics and minefields of independent development itself, in a funding-scarce environment.

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The Ups and Downs of Open Development with the Deep Rock Galactic Franchise

This talk explores Ghost Ship Games’ decade-long journey from a fledgling indie studio to the curators of a massive global IP. It traces Deep Rock Galactic’s evolution from early open development and an impactful partnership with Coffee Stain to achieving over 12 million players. The studio will share honest lessons learned from developing the original Deep Rock Galactic game alongside the community, and how things changed when the IP expanded into spin-offs. This transparent post-mortem provides insights into how to maintain player retention through fast-paced live-ops, collaborate effectively with external partners, and balance franchise identity across multiple spin-offs.

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Windrose: A Publishing Case Study

Lets explore how to use organic reach and steam to make a game visible. Windrose has been a noticeable Early access success in April 2026 on Steam, with over 1,5 million wishlists pre-launch. To get there, the team had to rely on organic reach and Steam visibility, with a nearly zero marketing budget throughout most of development cycle. Let’s see what worked and, more importantly, what did not in all the stages of Windrose publishing from early R&D to EA launch.

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D'autres annonces à venir