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.

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

Mike Coeck

Mike Coeck

CEO, Cybernetic Walrus

Nick Hall

Nick Hall

Commercial Manager, Reforged Studios

Phil Molodkovets

Phil Molodkovets

Publishing Director, Kraken Express

Pierre-André Déry

Pierre-André Déry

Co-Founder & CEO, Studo Ricochet

Samer Abbas

Samer Abbas

Founder, Arabic Game Partners

Sandra Smedegaard Mondahl

Sandra Smedegaard Mondahl

Senior Manager - Global Studio Strategy, IO Interactive

Tanya Short

Tanya Short

Captain, Kitfox Games

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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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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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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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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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