EGX Rezzed 2015 Part 1

EGX Rezzed is the little brother to the UK’s massive EGX event. A relatively new gaming event that had its debut back in 2012, and was designed to give Indies a better chance to show off their talents without the massive shoulders of big gaming corporations barging them out of the way. While bigger names are often invited to attend, you wont find the shouty men and massive stages of EGX’s main event here, instead the whole show is a little more understated, letting the games and the developer sessions do the talking. With EGX moving to Birmingham this year, it was a good opportunity for Rezzed to come and find a cosy little space in the capital at Tobacco Dock.

The first thing to note about Tobacco Dock as a venue is that its basically a large group of individual rooms and spaces, and immediately upon arriving you notice its open, airy spaces are far easier on the eyes than the single massive spaces of Earls Court or the NEC. It also allows the sections to be more rigidly defined and to be cut up with ease, and the spaces were well organised enough that each space felt just right for the games they accommodated.

The doors opened on Thursday, and in the evening, the BAFTA games awards got underway. While I wasn’t at the event on Thursday during the day or the awards ceremony in the evening, the whole event was broadcasted on Twitch, and seemed an entertaining enough affair with some well deserved UK games and studios getting recognition for their hard work.

My first day of the show was Friday, and my aim was to worry less about the games on show and  focus more on the talks and sessions. This year, all of the talks were split up into three categories : The ever popular developer talks, the Rezzed sessions, and Games Industry workshops.

The developer shows took place in the main arena, and had the likes of Valve and Creative Assembly talking about the inner workings of their games and the technology used to show them off to the biggest potential, but also included sessions from indie developers like Dan Marshall and Acidnerve, which are definitely both worth a Google.

The Rezzed sessions were a brand new addition to this years event, and included smaller talks generally based around a single speaker or panel giving helpful tips and advice to small games developers attempting to make it in the industry. Topics were wide ranging and included almost every possible aspect of game development including legal advice, assistance on how to market your games, writing and narrative, graphical design, and various other topics.

Finally, for those yet to start their path towards starting game development, or just beginning, BAFTA and UKIE held workshop sessions in the careers bar, assisted by various educational institutions and including representatives from major publishers and development teams across the UK.

As a solo developer myself, it was the Rezzed sessions that really caught my attention, especially as the smaller, more intimate room and the informal style of the talks meant that audience questions and participation were welcomed and encouraged a little more than in the developer sessions in the main theatre.

These talks were so informative that I ended up going home on the Friday having barely tried out any of the games on show! Though I intended to fix that the following day. In part 2, I’ll go over some of my highlights from the games on show.


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