Pink Track — Van Oldenbarneveld

EXHIBITOR & CREW ACCESS ONLY

BOOT UP, BREW & MINGLE

Live Evaluation Steam Store Pages: INDIGO Edition

Jingtong Zhu

Earlier this year, Jingtong Zhu did a Live Evaluation Steam Store Pages in a DGA webinar. For INDIGO, she will do the same, live on stage. The format for this session is a live review: developers can share their Steam store page and Jingtong will discuss what she notices. This gives participants not only insights on the ‘whats’ of creating a successful Steam page, but also the ‘whys’ behind it. People can use this knowledge when setting up their Steam store page. You can take this opportunity to have your own Steam store page evaluated but it’s also fine to just listen and learn without submitting your own work.

The Emergence of Last Mile Financing and how this changes the Development Landscape

Cat Chew

Throughout 2024 and 2025 we've experienced a slew of late stage project cancellations and games that launched too early to fulfil their commercial promise. The landscape is unforgiving for teams which lose control of their budget, and games that are forced into compromises have a history of failure. Last-mile financing options are increasingly available to both publishers and developers, but planning for this funding option needs to start early. This talk aims to educate both publishers and developers about last-mile financing, terms, requirements and the necessity of early preparation.

Lunch

Upscaling Uncovered by The Naked Dev

Dominic de Graaf

Modern upscaling techniques have fundamentally changed how games approach performance and visual quality. In this session, Dominic de Graaf (The Naked Dev) breaks down the full landscape of upscaling technologies, from traditional spatial methods to advanced temporal solutions and frame generation.   We’ll explore how techniques like FSR, DLSS, and XeSS work under the hood, what trade-offs they introduce, and how they integrate into real-world rendering pipelines such as Unity. The session focuses on practical implementation insights, performance characteristics, and image quality considerations across platforms.   Additionally, we’ll cover frame generation, how it differs from upscaling, and when it makes sense to use it. This talk is aimed at developers who want a clear, practical understanding of modern upscaling and how to leverage it effectively in production.

An impassioned plea for pair programming

Roy ten Brink

Pair programming is a simple but often divisive practice that can bring a surprising amount of value to your workflow. Unfortunately all too often implemented in situations that don't quite suit its strengths and weaknesses. I hope to shed some light on what I believe to be the common pitfalls and hopefully win you (back) over to programming together more often!

A Dynamic Dogwalk: Rapidly Prototyping Adaptive Audio in Godot

Max de Kroon

How do you craft a sonic identity when you only have two months? In this talk, we break down the audio development of DOGWALK (Blender Studio), exploring the shift from linear composition to fully adaptive systems. We'll swiftly move from concepting to implementation in Godot, demonstrating how to prioritize “following the fun” over perfection. From hand-crafting tiny footsteps to writing a dynamic soundtrack, we'll see why the creative process can’t always be linear - and why chaos can sometimes lead to better results. While examples highlighted are Godot-specific, strategies regarding iteration and design are applicable to all composers and sound designers working in any engine.

COFFEE / TEA BREAK

Developer Decisions That Scare Publishers

Eline Muijres

Your choices as a developer can impact not just your game, but also how a publisher sees your team. In this talk, Eline Muijres shares real examples from her experience as a Publisher Producer, highlighting decisions and habits that can make collaboration tricky or even risk a publishing deal.  From ambitious story content that is impossible to cut, to bloated budgets, or designs that will lead to player refunds, we’ll explore pitfalls that raise red flags for publishers. You’ll learn how your choices intersect with production realities, what publishers look out for, and how to avoid unintentional crises.  By understanding these points, you can make smarter decisions, and create games that are not only creatively fulfilling but also collaboration-friendly.

Nobody Cares About Your Game (Yet)

Jeremy Raszko

You spent years building it. You believe in it. And then you hit publish, and the internet barely notices. Every indie studio runs into the same wall. Steam is drowning in releases, wishlists flatline, launch week underdelivers, and the post mortem quietly points at "marketing" like it's a switch someone forgot to flip. It isn't. The problem started much earlier, and almost nobody wants to talk about it. This talk is about that earlier moment. It starts from something uncomfortable but freeing: nobody owes your game their attention, and pretending otherwise is what sinks most launches. From there we'll get practical. How do you figure out where you actually stand? How do you build a plan that survives the first time reality punches it in the face? How do you pick tactics that fit your game instead of cosplaying last year's breakout hit? And once you're live, how do you stay honest with yourself about what's working? Expect real examples, failure patterns you'll recognise a little too well, and a way of thinking you can take back to your team on Monday morning. It's built for developers, producers and publishing folks who are tired of marketing advice that quietly assumes you already have an audience you haven't actually earned yet.

Closing & Goodbye

Purple Track — Rotterdam Hall

EXHIBITOR & CREW ACCESS ONLY

BOOT UP, BREW & MINGLE

INDIGO Opening Show

Geoff van den Ouden & Martine Spaans

The INDIGO Opening show is your starting point for everything INDIGO. We highlight important parts of the event, give you a taste of what to expect and have a few special guests entering the stage for quick word.

Beyond the Logo: Crafting Comprehensive Brand Systems for Games

Matt Redway

Game branding extends beyond merely combining a logo with key art, it's the essential connection between the immersive game world you've created and the players you aim to captivate. In our discussion, we'll explore the balance between brand consistency and flexibility, and examine how branding strategies differ in live service games versus non-live service games. Leveraging my experience in crafting visual identities for major PlayStation first and third party titles, I'll discuss the strategies, creative principles, and marketing insights that drive my approach.

Unholy Symbols: Squeezing Meaning into Cult of the Lamb's Icons

Reid Armansin

How do you convey unholy concepts like brainwashing and cannibalism to be understood at a glance? This sermon spreads the word on how Cult of the Lamb squeezes meaning into icons by leveraging real-world symbols and shared visual language. Yet, as every power has its limits, we'll explore when labels shouldn't be sacrificed for icons and how to design a visual system for scalability.

Lunch

Narrative design without words

Ben Lega

Let's explore how games tell deeply touching stories without the usage of words, how meaning and emotions can be crafted from immersion and interactivity. We'll take as starting point the unique challenges and solutions I found while developing Koira, and then see how these can be generalized into narrative design tips.

Defending the Why: How context and knowledge keep games consistent and teams aligned

Jill Vanparys

Every line of text in a game, from UI to lore, carries hidden stories, decisions, and connections that shape the player’s experience. But this context often lives scattered across documents, tools, and team members’ memories, risking consistency and efficiency.   In this talk, I’ll show you why managing context is non-negotiable and how to do it right. You’ll hear practical tips and real-world stories from industry experts on preserving and unlocking this knowledge, so your studio can ship faster, defend creative choices, and safeguard institutional knowledge for the long haul.

Plum Road Tea Dream’s Origin Story - From Theatre making to Game Design

Samuel Baidoo

In this talk I will layout the creation process of Plum Road Tea Dream. A videogame with an unconventional approach to creating. From the collaboration between a theatermaker and some game designers to game-jamming the project together in residencies in cultural institutes, to how many collaborations and contributions helped us with our signature eclectic style.

COFFEE / TEA BREAK

The Community Flywheel: Building a Sustainable Career in Games

Ali Elzoheiry

For many developers and artists, the industry feels limited to 2 paths: Joining a studio, or trying to ship an indie game, but today, there are more ways to turn your skills into a sustainable career by leveraging the global community.  In this talk, Ali Elzoheiry explores how you can turn your existing skills in programming, art, design or storytelling into meaningful work that benefits the wider game development community and allows you to build a career in this industry. The session breaks down how tutorials, tools, and digital products can become sustainable income streams.  It also explores how platforms like YouTube help developers reach others, build trust, and grow an audience over time. Key Takeaways:  How sharing knowledge and tools can evolve into sustainable income  The role of content platforms in building visibility and trust over time  How value creation within the ecosystem compounds into future opportunities

Creating hairy characters from games to cinematic

Camille Fourniols

We will go through the stages to recreate one creature done for a game in a cinematic starting from the creative inputs to the various stages in houdini. We will look at the werebear from the Diablo Immortal: Druid trailer.

Floodlight Gaming Award Ceremony

Paul Radu & Coco Gubbels

Floodlight Gaming will announce the award winner of the 2nd Investigative Journalism Game Jam! Floodlight: Gaming in the Public Interest is an initiative to generate new interactive media experiences and games from top-notch investigative reporting about global organized crime and corruption. What is the investigative journalism game jam? It’s an international game jam that gives game developers exclusive access to untold details and stories behind investigative reporting about global organized crime and corruption. Developers will have the opportunity to ask questions to journalists behind the reporting. This year’s game jam did run from April 6-May 7, 2026, and the winner will be announced at INDIGO in Rotterdam on June 2, 2026.

Closing & Goodbye

White Track — Diamond Room

EXHIBITOR & CREW ACCESS ONLY

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Floodlight Gaming: Transforming high-stakes reporting into interactive experiences

Paul Radu

Floodlight Gaming connects top-tier investigative reporting to game developers to adapt powerful investigations into entertaining, interactive media experiences.  Join us for a lively discussion between game developers and investigative journalists about storytelling and the crossover between the two industries. Journalists will share with game developers never before mentioned details from the kitchen of investigative reporting.  Attendees will get a sneak peek at Dark Money (an upcoming game about international money laundering), plus behind-the-scenes insights on balancing fun gameplay with the real-world harm of financial crime.  Floodlight Gaming was created by the Organized Crime and Corruption Reporting Project, the largest investigative organization in the world with staff across six continents, in partnership with game developers. Floodlight Gaming not only amplifies the reach of vital reporting - spreading its important insights through new digital experiences - but also fosters a generation of citizen investigators and establishes a revenue stream for reporters worldwide.

Lunch

Pitch Perfect!

Organised in collaboration with Dutch Game Nest, Pitch Perfect is designed to connect promising developers with the right people. For you as an investor, publisher, or industry professional, it's 90 minutes with 12 projects that have been vetted, trained, and are ready to make their case. Access is limited to a selected audience. Invite only.

COFFEE / TEA BREAK

Roundtable: Co-working and community spaces

Kevin Haelterman

The (indie) game development community has always been a place where people help each other in various ways. Feedback on game prototypes, helping with introductions, signal boosting each other's releases, to name a few.  In an industry that becomes more challenging, this sense of community is becoming more important. Now that the first wave of independent developers has matured, they step up to the plate to support a younger generation.  Innersloth and Landfall invest their money and/or knowledge through new initiatives, respectively Outersloth and Evil Landfall. Stray Fawn Studio and other Swiss developers banded together in the Swiss Game Hub, to share knowledge and support new devs. For instance with affordable workspace.  LuGus Studio in Belgium is doing the same with Spawn Point.  During this roundtable, Kevin Haelterman shares why and how he started this co-working space. He also invites others who started or are part of co-working or community spaces to join to the conversation.

Closing & Goodbye

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