
SpilBar 65: Hell Is Other Players – The Psychology of Multiplayer Design
When: Thursday, February 19th 2026, from 16:00 – 20:30
Where: The Cinema at the National Film School of Denmark – Theodor Christensen Plads 1, 1437 Copenhagen K.
At SpilBar 65, we dive into the joys, pains, and pitfalls of multiplayer games – from couch co-op chaos to larger online arenas. How do we design better shared experiences, and how can the psychology of teamwork strengthen the bonds between players?
Join us on February 19th 2026 at 17:00 -20:30 at the Cinema at the National Film School of Denmark – Theodor Christensen Plads 1, 1437 Copenhagen K.
Programme
16:45 Doors open
17:00 Welcome w. Thomas Vigild, SpilBar coordinator
17:05 The co-op mechanics of Void Crew by Laurids Binderup, Hutlihut Games
A talk about the co-op multiplayer design of Void Crew, with a focus on the challenge of making players feel like they are uniquely contributing to the shared success/defeat of the crew in a session.
17:35 The Elusive “Gaming Culture”: Understanding the Psychology of Multiplayer Gaming Communities through Rainbow 6 Siege by Alessandro Canossa, KADK / Ubisoft (online)
This talk challenges the industry assumption that player experience is universal. Drawing on a massive study of over 12,000 Rainbow Six Siege players across 26 countries, the presentation reveals the existence of eight distinct and stable socio-geographical clusters. Key findings highlight a significant cultural divide: Western clusters often prioritize “instrumental play” (efficiency and mastery), while Eastern clusters show deeper levels of community immersion and presence. The talk outlines how these robust cultural “priors” influence everything from in-game toxicity to player retention. For developers, the message is clear: cultural sensitivity is no longer optional.
17:50 Coffee Break
18:10 A Friendship Building Experience: Non-verbal narratives and puzzles for two players in LEGO®Voyagers by Karsten Lund, Light Brick
It’s been an interesting journey bringing the second game from Light Brick to life. This talk takes you through the vision, ideas, and problem-solving that went into making two one-by-one bricks collaborate with co-op mechanics and move the audience with a nonverbal narrative about friendship and play.
18:40 The co-op mechanics of Bobls by Tore Lehmann, Softlock Interactive
We will dive into the development of the physics-based platformer Bobls to explore the fundamental differences between single-player and co-operative game design. Bobls is a 2D precision platformer featuring a complementary co-op campaign and an online level editor. By comparing the game’s two distinct campaigns, game designer Tore Lehmann will examine how mechanics must evolve to accommodate the shift from solo precision to collaborative strategy. The talk offers a transparent look at the creative process, supported by anecdotes and a visual journey into the making of.
19:10 News, announcements, and info
19:20 Mingling + Game Showcases
Sign up here https://forms.gle/hpHg7vF9pf3TybabA, if you would like to showcase your game
20:30 Goodbye
SPONSORS
ABOUT THE SPEAKERS
Laurids Binderup

Partner and Game Design Lead at Hutlihut Games – 20+ years experience building games and immersive experiences. Worked on games such as LIMBO, Subway Surfers, Blades of Brim, and many others.
Karsten Lund
A creative director with more than 30 years of experience. Worked at Io-interactive, Square Enix Montréal, The LEGO Group, and currently at Light Brick Studio, which he also co-founded.
Alessandro Canossa

Alessandro holds a PhD and is an Associate Professor at the Royal Danish Academy and a Senior Researcher at Ubisoft. A pioneer in Game Data Science and Player Modelling, he co-authored the foundational textbooks Game Analytics (2013) and Game Data Science (2021). His research focuses on transforming video games into “petri dishes” for understanding human behaviour, psychology, and decision-making through large-scale telemetry data. He previously served as Director of Data Insights at Ubisoft Massive, where he led user research for major titles like Tom Clancy’s The Division.
Tore Lehmann

My name is Tore, in some contexts better known as “pr0te,” a username I have, for reasons unknown, never quite outgrown since my teenage gaming years. I am an independent game developer based in Aarhus, and I also work with electronic music. Last year, I released a small side project titled Trimjob, which—despite its potentially eyebrow-raising name—is a harmless, minigolf-inspired game about trimming weeds. Currently, I am working on a larger project, Bobls, published by Bedtime Digital Games. I would describe myself as something of a “jack of all trades, master of none,” as I handle a wide range of tasks, including programming, graphics, sound effects, music, and various other aspects of development. In addition, I have a strong interest in retro games and enjoy speedrunning when time permits.


