Program 2026📅
✨Speakers
👉 Click on the talk titles to see descriptions 👈
TEASER… 👀
Coming soon…
Thu 11:30-12:30, Auditorium
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Something exciting is coming! Stay tuned!
TIL NOMI
Self-Employed
Visual Artist
Thu 13:00-14:00, Conference Room
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First Nomi will share her thoughts on how you should all treat yourself to making an experimental game during a game jam and how to approach that. Then she’ll follow up with an experimental crowd game so you get to know your fellow jammers and really understand the power of thinking outside the box.
About Nomi
Nomi makes art in 2D, 3D, videos for games and other things, founded Gæmz, a community an art/experimental games, etc., and is a big music fan & stupid logic. They've also been making flamingos for A MAZE. / Berlin for many years,
FRANCESCO SEDDA
MS Edizioni
Research & Development and Editor
Thu 13:00-14:00, Auditorium
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What contributes to a game experience and shapes how we play it, aside from the rules and the fiction? Introducing: the Paragame. You will see cross-media examples from board games, tabletop RPGs, and video games in order to better understand what it is and, most importantly, how you can plan and design it to enrich and improve the player experience.
About Francesco
Currently R&D + Editor for MS Edizioni, previously he worked for CMON as a Senior Game Designer. His Bachelor thesis was about the formative, didactic, and mediatic use of live-action role-playing games. His Master of Science thesis was about the presence of the designer in two-players role-playing games. Co-organizer of 2016 and 2017 Global Game Jam in Copenhagen. Judge for the Game Chef: Pummarola Edition from 2017 to 2019. Judge for the 2018 edition of the 200 Word RPG Challenge. Judge for the Play4Change 2021 contest. He has a strong belief that games are a powerful medium and that they can be more than just entertainment.
CHRIS CARVELLI
IT University of Copenhagen
External Lecturer
Thu 14:00-15:00, Auditorium
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The only real answer to the question "how do I structure my code" is "it depends". But how about a useful one?With personal experiences, funny anecdotes and horror stories, this talk will share a number of techniques and tricks learned during the years, as well as reinterpreting some well known patters for the unique conditions of game jams.
About Chris
Chris is a human being playing games and arguing with computers since the last millennium. When he's not reading fantasy books he usually works in games or teaches at the IT University of Copenhagen.
CARLOS DIAZ
Aalborg Universitet
Assistant Professor
Thu 14:00-15:00, Conference Room
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This is a small workshop and talk about designing games using the principles of universal design so that our games can be played by everyone. The talk will also cover the topic of representation as an important way to generate engagement, empathy, and visibilisation of minorities.
About Carlos
Educational and Media Psychologist (Cand. Mag. Psy), Ph.D. in Learning Sciences. Diversity Ambassador at AAU. He has dedicated his life to studying how to improve learning (learn-to-learn), particularly in students with difficulties, to the use of media for learning purposes, and the design of serious games aiming for improving learning in formal and informal settings. He has been a streamer and a YouTuber, and he is a polymath. But above everything else, he is a Muppet.
NILS “GECKO” MUNCH
The Lizard Factory
Lead Dev
Thu 16:00-17:00, Auditorium
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What can neurochemicals tell us about the feeling players experience during play? And can it help us concoct balanced cocktails of joy and challenge when we design and develop our games? Join Nils at the bar and find out.
About Nils
Game developer, Jam enthusiast and LEGO fanatic. Host of the Global Game Jam Copenhagen. He has been active in the scene for a while and has done big and small.
LINNEA EJERSBO
Betula Games
Producer
Thu 15:00-16:00, Auditorium
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Crafting emotional narratives that connect through humor. Combining writing and programming with Yarn Spinner (the Dialogue Tool used in Dredge and Night in the Woods). Using tips and tricks for “cheap” branching and making choices matter.
About Linnea
Linnea Sebastian is a Danish award-winning Game Developer, Producer, and Interactive Storyteller. Founder of Betula Games, working on the upcoming game Dødsbo. Linnea is passionate about games with a story to tell and narratives that amplify marginalized voices. They strive to help build a more inclusive and connected industry. Past work includes Dead Pets Unleashed (Triple Topping Games) and Calcium Chaos (Lunch Money Games).
Kanda ApS & Shapeshift Entertainment ApS
Art Director
LINE BERING
Thu 16:00-17:00, Conference Room
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How do you scope and finish a quality game as a part time hobby, while having a full time job and real life commitments? The journey on how the game "Fantastic Findings" was made is shared with both successes and failures, how it came together with limited time - to inspire you to finish and ship your own game projects.
About Line
Line Bering is an Art Director by day and hobby game developer by night. She is creating and publishing games, part time, in Shapeshift Entertainment. With an extensive career in XR/VR, working on commercial projects, many skillsets can be applied to stay within scope, build up skillsets while making commercial games as a hobby.
PAUL SCHNEPF
Grizzly Games
Co-Founder
Thu 17:00-18:00, Auditorium
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Join Paul for a 30-minute deep dive into the creation of Thronefall, the minimalist tower-defense strategy game that blends the calm of building your own kingdom with the thrill of defending it. In this post-mortem talk, we’ll unpack the game’s development journey — from early design experiments and aesthetic decisions to technical challenges and community feedback that shaped the final experience. Learn what went right, what went wrong, and what lessons emerged along the way in bringing Thronefall to life.
About Paul
Paul is one half of small german indie studio Grizzly Games, known for their titles Superflight, Islanders and Thronefall.
JEPPE LINDSKOV
Flashbulb Games
Senior Sound Designer
Thu 17:00-18:00, Conference Room
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This talk explores what it really means to work as an in-house sound designer in a game studio working on Live Service Games. The presentation breaks the role down into three core pillars: Craft, Production, and Implementation, drawing on seven years of experience leading audio vision at Flashbulb Games. It also covers common pitfalls that can arise during long term projects, with practical strategies to spot and mitigate them and ensure game audio remains sustainable, consistent, and impactful.
About Jeppe
Jeppe Lindskov is the Senior Sound Designer at Flashbulb Games, where he has spent the past seven years shaping the audio identity of Trailmakers. His work spans sound design, implementation, and creating dynamic systems that bring player built vehicles to life. Passionate about playful, interactive audio, Jeppe focuses on building sounds that encourage creativity and enhance Trailmakers unique physics driven experience.
JULIE BJØRNSKOV
Self-Employed
Game Developer / Interactive Designer
Fri 11:30-12:30, Auditorium
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The most important thing about a game jam is to have fun. But let’s be honest - we all also want to come out of it with a game that’s actually playable, funny, and something we can be proud of. So how can constraints actually boost your creativity? In this talk, we’ll first let ourselves be completely overwhelmed by ideas and creativity, without saying “no” to anything. Then, it presents a strategy for introducing limitations in a way that keeps the essence of the game intact. Julie will also give an inside look at her process for creating four games for the Playdate, a platform that’s incredibly limited: 1-bit color, few buttons, tiny screens, and minimal space. This taught her a lot about defining a small, focused scope, and also how to make unique games even when faced with tons of constraints. The talk is full of practical and playful advice on how to design constraints that don’t feel restrictive, but instead open doors to unexpected ideas, bold decisions, and wildly inventive solutions. When you have fewer tools, fewer rules, and fewer options, something magical happens: you start thinking outside the box - because the box is sooooo tiny you can barely fit inside it.
About Julie
Julie Bjørnskov is a game developer who loves crafting small, creative games that explore unusual themes and playful platforms. She has created four games for the little yellow Playdate console, including Escape the Arcade, which won The Leap of Faith Award at Spilprisen, and Wheelsprung, featured in Season Two on Playdate. Right now, she’s developing Escape the Baby Alarm a lighthearted and funny, escape room-inspired puzzle game about the chaos and love that come with becoming a parent. Coming to Steam. Julie is passionate about bringing visual storytelling, music, and creative experiments into games that are heartfelt, curious, and just a little bit weird.
MICHAEL FLARUP
Northplay
CEO
Fri 11:30-12:30, Conference Room
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Before running Northplay and developing games like Dinolords, Michael Flarup spent years learning the hard way at Nordic Game Jam. In this talk, he revisits three early jam projects, from over scoped failure to finalist success, and shares the practical lessons they taught him about scope, tech choices, and finding the twist that makes a game work. He also connects those jam learnings to the development of Dinolords, showing how the same principles scale from 48 hour prototypes to ambitious studio productions.
About Michael
Michael is the CEO of Northplay and Game Director on upcoming RTS and Hack'n'Slash hybrid “Dinolords”.
HANS-JOACHIM BACKE
IT University of Copenhagen
Associate Professor
Fri 13:00-14:00, Auditorium
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The talk takes id Software's classic First-Person Shooter Doom as a case study in how the perception of game genres forms and changes over time. The example of Doom shows how genre concepts sometimes rather hinder than help identifying characteristic mechanics and design patterns. The talk presents a historic overview of First-Person Shooters and proposes an alternative perspective on their traits, which it extrapolates to some thoughts on the usefulness of genre categories for game developers.
About Hans-Joachim
Hajo Backe has been teaching game design and game analysis at the IT University of Copenhagen since 2013. With a background in literature and media studies, he has authored over 80 academic papers on the poetics, politics, and history of video games and comic books.
JONATHAN HERTZ
Unity Technologies
Netcode Engineer
Fri 14:00-15:00, Auditorium
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This talk will be about the development of The Duck Pond, made by Quack People. The Duck Pond started as a game jam prototype at Nordic Game Jam 2024, and 2 months later we finished the game. The talk will go over various aspects of the production of the game and how we handled making the game in only 2 months. There will be some quick design notes, WIP art, project management notes, and amazingly bad code.
About Jonathan
Jonathan is a software developer, game developer, and game designer. At his job he makes it easy to make multiplayer games at Unity, and whenever he has time left he works on games in his spare time. Games are a passion, both playing and creating them. His favourite part of game development is always playtesting and seeing people excited about his games.
MORTEN BRUNBJERG
Freelance Game Writer
Writer
Fri 14:00-15:00, Conference Room
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Join game writer Morten Brunbjerg for a candid look at his narrative work on Hi-Fi Rush. Working closely with director John Johanas, Morten helped shape a story that was loud, fast, and deliberately unconventional, yet held together by characters and theme. This talk focuses on lessons learned, what worked, what failed, and what kept the story coherent under creative pressure.A session for writers, designers, and anyone interested in how narrative craft survives wild ideas without losing its spine.
About Morten
Morten Brunbjerg is an award-winning freelance video game writer with 14+ years in the business. Among the titles he worked on are Hi-Fi Rush, Hitman: Absolution, Forgotton Anne, Discounty, Midnight Girl, and 50+ other shipped titles, from mobile games to VR to AAA.
TEASER… 👀
Coming soon…
Fri 16:00-17:00, Auditorium
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Something exciting is coming! Stay tuned!
LANI FELDSTEDT
Game Workers Guild Advocate
Co-Founder & UX Designer at Cooking with Goblins
ALEXANDER TANGE
Game Workers Guild Advocate
Founder & CEO at
Foolhardy Horizons
MARTIN JUSTESEN
Game Workers Guild Advocate
Senior Consultant at Kooperationen
Fri 15:00-16:00, Auditorium
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Stay tuned!
KEYNOTE
Coming Soon…
Fri 17:15-17:45, Canteen
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Stay tuned!