~/conference

devcom digital conference 2020

date:2020-08-17..2020-08-30
location:-- online --
series:devcom digital conference · one edition

game designers, level designers, ux designers, technical artists, art directors, narrative designers, xr designers, live-ops engineers

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

titleauthorlength
A Devil Makes History - Classic Post Mortem on Diablo 2David Brevik01h 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…
Talk on
Modular World BuildingRaul Aparicio44m
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…
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Killer Combat DesignEric Jacobus, Joe Quadara, Jason de Heras, Mihir Sheth54m
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…
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The Unbearable Lightness of IdeasJakub Stokalski39m
A concrete claim: distill an insight → statement → question → gameplay pipeline so art tech and design align, not just beautified genre tropes. Examples: This…
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Game UX & EthicsCelia Hodent32m
A clear claim: a tangible UX framework used on Fortnite guides decisions by testing perception, attention, and memory rather than guessing. Examples: an…
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Global Anti-Racism in XRDr. Courtney Cogburn46m
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…
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Desperados III - Designing a Level the Mimimi WayMartin Hamberger, Dorian Kirschstein, Mathias Neukam, Felix Friedlein53m
Level design claim: Mimimi builds Desperados III levels in Unity with concrete tech constraints and measurable outcomes rather than vague themes. Blocking…
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Desperados III - Designing a Level the Mimimi WayMartin Hamberger, Dorian Kirschstein, Mathias Neukam, Felix Friedlein53m
Shows how Desperados III levels actually get made: concrete claims about timelines (levels take one to three hours), tools used (Unity engine), technical…
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Cris Tales Design: Between Innovation and NostalgiaCarlos Rocha Silva35m
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…
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Making a Cozy Game out of Uncomfortable PartsMisha Velichansky48m
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…
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Colorful: Project INFINITO 2Goichi Suda, Hiromi Ishikawa, Marco Accordi Rickards24m
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…
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Designing for Interactive GamesChristopher Hamilton, Denis Dyack, Robin Squire, Julian Huguet44m
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…
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"Grid Fight: Mask of the Goddess"dan bernardo15m
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…
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"A Leap Forward"Georg Luif18m
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…
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"Silicon Dreams"James Patton18m
An interactive interrogation game demo of Silicon Dreams by James Patton (Clockwork Bird) that builds a diagnostic interface: a tablet with an emotion radar…
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