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DevMad! Talks - October 2026

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Calle de Génova, 17

DevMad! Talks - October 2026

Calle de Génova, 17, madridTuesday, Oct 20 · 6:30 PM
Doors 6:30 PM

The Story

Hello DevMadders! We’re heading into Autumn at full throttle! 🚀 Join us for a spooky Halloween at **Zooplus** as we continue our journey into the world of **videogame development**, with two talks exploring very different sides of building games — from designing systems for hardcore players to the technical challenges behind an immersive mobile gaming experience. **Marta Deyrieux** – Principal UX at **Torn Banner Studios** – will get us started with a look behind the scenes of *No More Room in Hell 2*, exploring how the team designed systems around a hardcore audience, including permadeath, hidden UI and proximity chat. **Babu Madhikarmi** – Senior Android Engineer – will follow this up with a technical post mortem on *Zombies, Run!*, exploring how an Android app combines motion tracking, dynamic audio and gamification to turn an outdoor run into a real-time zombie survival experience. After the presentations, stick around to connect with Madrid’s game development community over casual networking, food and drinks! 🎮🍕 These are set to be two fascinating talks from two really exciting speakers. We can’t wait to see you there! \*\*\* **📋 Agenda** 18:30 - Doors open 18:40 - Introduction 18:50 - **Talk 1 – Marta Deyrieux** – Principal UX at Torn Banner Studios | **NMRiH2 - UX and Systems for a hardcore audience** 19:20 - **Talk 2 – Babu Madhikarmi** – Senior Android Engineer | **Dude, you're coding the Zombie Apocalypse!** 19:50 - Networking 20:45 - Home time \*\*\* **🎙️ Talk #1** **Marta Deyrieux – Principal UX @ Torn Banner Studios** **NMRiH2 - UX and Systems for a hardcore audience** What happens when you're designing a game for players who want things to be difficult? Marta will take us behind the scenes of *No More Room in Hell 2 (NMRiH2),* going over the game's core audience and how the design team approached building systems that adapt to a hardcore player base. We'll look at design decisions including **permadeath, hidden UI and proximity chat**, an

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