devcom digital conference 2020
2020-08-17..2020-08-30
-- online --
who it's for
game designers, level designers, ux designers, technical artists, art directors, narrative designers, xr designers, live-ops engineers
topics
Diablo II client-server architecture; skill trees and rune words; Maya modular asset workflow; Quick Unreal export pipeline; Unity navmesh and view-cone occluders; mocap prep and sectioning animations; Fortnite-informed UX framework; labeling loot boxes as reinforcement; 1000 Cut Journey VR racial justice; Cris Tales time-travel mechanics; Genvid interactive broadcast SDK; color-based mechanics Project INFINITO
| title | author | length |
|---|---|---|
| A Devil Makes History - Classic Post Mortem on Diablo 2 | David Brevik | 01h 13m |
Developer recounts concrete decisions: original design flips turn-based to real-time, Diablo II ships June 29, 2000, and fixes rampant online cheating by… | ||
| Modular World Building | Raul Aparicio | 44m |
Shows a concrete Maya-centered workflow: custom hotkeys and scripts, using the grid as meters and multiples of two for airtight modular pieces, build profiles… | ||
| Killer Combat Design | Eric Jacobus, Joe Quadara, Jason de Heras, Mihir Sheth | 54m |
Panel boils down to concrete practices not platitudes: mocap prep uses reference dumps and simple previz to cut takes to one or two; a spring floor preserves… | ||
| The Unbearable Lightness of Ideas | Jakub Stokalski | 39m |
A concrete claim: distill an insight → statement → question → gameplay pipeline so art tech and design align, not just beautified genre tropes. Examples: This… | ||
| Game UX & Ethics | Celia Hodent | 32m |
A clear claim: a tangible UX framework used on Fortnite guides decisions by testing perception, attention, and memory rather than guessing. Examples: an… | ||
| Global Anti-Racism in XR | Dr. Courtney Cogburn | 46m |
Claims that XR can drive racial justice but that good intentions are insufficient lead to building a multi‑phase VR piece called 1000 Cut Journey that uses… | ||
| Desperados III - Designing a Level the Mimimi Way | Martin Hamberger, Dorian Kirschstein, Mathias Neukam, Felix Friedlein | 53m |
Level design claim: Mimimi builds Desperados III levels in Unity with concrete tech constraints and measurable outcomes rather than vague themes. Blocking… | ||
| Desperados III - Designing a Level the Mimimi Way | Martin Hamberger, Dorian Kirschstein, Mathias Neukam, Felix Friedlein | 53m |
Shows how Desperados III levels actually get made: concrete claims about timelines (levels take one to three hours), tools used (Unity engine), technical… | ||
| Cris Tales Design: Between Innovation and Nostalgia | Carlos Rocha Silva | 35m |
A turn‑based RPG that actually shows past present future simultaneously on one screen and lets you send NPCs and enemies through time to change puzzles… | ||
| Making a Cozy Game out of Uncomfortable Parts | Misha Velichansky | 48m |
A funny visual novel, Mission: It's Complicated pairs five heroes into ten ships across three days per pair (30 date scenes total after cutting an original… | ||
| Colorful: Project INFINITO 2 | Goichi Suda, Hiromi Ishikawa, Marco Accordi Rickards | 24m |
Students in Tokyo and Rome build Colorful as Project INFINITO 2, a playable 3D action adventure that maps a young artist’s journey through the depths of his… | ||
| Designing for Interactive Games | Christopher Hamilton, Denis Dyack, Robin Squire, Julian Huguet | 44m |
Demoed an actual genvid SDK pipeline that powers a Twitch overlay and multi‑camera command hub used on the last four Counter‑Strike majors, shows massive… | ||
| "Grid Fight: Mask of the Goddess" | dan bernardo | 15m |
Grid Fight: Mask of the Goddess by Playtra Games is a turn‑based, grid tactical RPG demo with controller-only input, real-time attack bars and a timed parry… | ||
| "A Leap Forward" | Georg Luif | 18m |
Live demo of A Leap Forward shows resource-driven colony mechanics where players assign rabbit workers to gather apples and wood, spend five apples to recruit… | ||
| "Silicon Dreams" | James Patton | 18m |
An interactive interrogation game demo of Silicon Dreams by James Patton (Clockwork Bird) that builds a diagnostic interface: a tablet with an emotion radar… | ||
| nothing matches | ||