~/conference

Develop:Brighton 2021

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'Pivot and Adapt' -The Artistic Hurdles of a Multi-genre Game and How it Applies to Wider ChallengesRory Jobson42m
Describes work on Battletoads (2020) where creating unique art across 11 gameplay genres forces concrete choices and workflows the publisher and team actually…
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(Almost) Everything You Need To Know About TikTok.MJ Widomska49m
Claims that a campaign can explode if it gives creators a simple, remixable prompt prove true: a #dndme campaign aims for 500k views and hits 15 million, with…
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3D Audio in Games: What, Where, Why and How?Cal Armstrong48m
Clear, actionable claims: a bottom-up explanation of 3D audio from HRTFs to implementation, concrete measurement and rendering steps, and practical PS5 best…
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A Modern Development Culture for a Modern Development Process.Whitney Burner42m
Studio uses trunk based dev with continuous integration and deployment, pushing builds to a build repository so one binary deploys to dev/stage/live via config…
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A practical perspective on training reinforcement learning bots.Alexandre Borghi37m
A pragmatic system for training RL bots claims to make research‑level methods usable at reasonable cost by combining worker/trainer orchestration…
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How to Manage an Epic Intergalactic Music Project Remotely (in a global pandemic)Richard Jacques51m
Marvel's Guardians of the Galaxy score uses a distributed workflow: 11-person composition team cleaned MIDI and Sibelius engraving, remote layered string…
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How to Get More Out of Your Code Reviews.Joe Kilner45m
Argues that code reviews exist to share knowledge and surface design intent not to be primary bug catchers, recommends 100% coverage of changes, reviews sized…
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How to Build Amazing Mobile Games With Rapid User Testing.Kim Kohatsu46m
Claims rapid iterative validation using PickFu polls with a panel of ~10,000 US respondents and simple single-question tests that return 50 respondents in an…
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How Much Does This Even Cost? Using Analytics Tools to Measure ROI on Consoles & PC.Kat Welsford44m
Shows how to tag every marketing URL with UTMs, send them through Google Tag Manager and Google Analytics/GA4, and read results in the Steam UTM analytics…
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How an Artist Got into Game Development: The Art & Process of Making Silt.Tom Mead42m
An artist moves from pen drawings into a practical pipeline: Photoshop → Unity pipeline where shots are built as layered PSDs, tested with graybox layouts and…
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Games User Research Throughout the Development Process and Beyond!Dan Marshall40m
Clear claim: games user research throughout development catches costly problems early and improves playability. Methods shown include questionnaires…
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Games that Retain.Robbie Hopkins36m
Twelve mobile studios and five industry experts inform a retention playbook: build predictive LTV models using behavioral data, not just time-based D1/D7/D30…
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From Classroom to Boardroom.Matt Busuttul44m
Waving Bear Studio describes concrete outcomes: an early Kickstarter goal of £60k raises only £1.5k, an incubator year that funds a prototype and leads to…
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Fireside Chat: All Things InsomniacTed Price47m
Insomniac describes concrete practices: almost 30 years old, about 400 staff across Burbank and Durham, simultaneous projects with a matrix structure and three…
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Dynamic & Different: Real-time Look Development for Stylized Games.Nick Carver44m
A workflow uses custom ramp shaders in Unity (Flat Kit, Tunic Colors Pro) plus photogrammetry, tiled normal maps and post‑processing (tone mapping, colorized…
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Don't Panic: Scaling Your Team Without Losing What Makes You, You.Jonny Hopper44m
Studio growth focuses on concrete practices: define and publish values, hire for those values, and give juniors explicit onboarding and mentorship so they ask…
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Dialogue Performance and Design for Creatures, Monsters and Demons.Dan Stirling, Will Tidman48m
Creative Assembly documents a full in‑house pipeline for Total War: Warhammer that moves from concept art through live casting and script proofing to…
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Designing Better Quests Using Science.Hal Sandbach43m
Talk claims that measurable specifics beat vague topics: self‑determination theory shows autonomy, competence, relatedness each predict enjoyment and longer…
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Delete Your Video Game Website (and other sensationalist advice)Dan Thomas43m
"We need a new website"..... "We need to be on TikTok"... "We need to make dev diaries for YouTube"... "We need to do a weekly live stream".... Marketing a…
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Creativity: The Indie Way.Chris Olsen, Dom Clarke, Tom Mead, Pete Bottomley, Mike Bithell01h 03m
Describes concrete practice changes: using Discord for daily collaboration and weekly one-hour check-ins, shifting design scribbles into Miro whiteboards…
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Creating a Thriving Work Culture in a Remote World.Jenny Muhlwa44m
Company culture moves from vague aspiration to measurable change: Sumo builds a social learning site called dojo, reaches roughly 1,000 users, records about…
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Contract Killers: What Developers Should Eliminate From Their Publishing Agreement.Tim Repa-Davies46m
Look for the actual deal terms not the buzzwords: avoid handing over IP via one percent assignment or perpetual grants, insist on carving out proprietary…
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Console Development in Unity.James Stone44m
Registration requires NDAs and dev kits often bought or issued and Windows 10 only is mandatory for console toolchains. Development uses Unity LTS plus Visual…
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Case Study: How No Man's Sky used Azure to share an infinite universe.Iain Brown, Harvey Eagle33m
No Man’s Sky shares discoveries and real-time play by using Azure App Service for platform as a service, Cosmos DB holding ~3 TB of JSON documents, Event Hub…
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Can AI Help Moderate In-game Chat?Mari-Sanna Paukkeri36m
Claims that AI can screen in‑game chat in real time: model trains from past human moderation and is ready in two weeks to production, integrates via a…
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Building Outside the Engine - How and Why to Use Your Engine Only for Display and User InputChristopher Knowles41m
Argues for keeping game logic as a pure C# DLL and using Unity only for display and input, with message-passing event lists between them; core simulation is…
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Building Dynamic Environments for the Dungeons of Gloomhaven.Sam Swain45m
Flaming Fowl Studios adapts Gloomhaven using a hybrid pipeline: gameplay code analyzes map tiles, a data‑driven node system called apparence runtime node…
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Building a AA Studio: From Start-up to Fully Funded.Sally Blake41m
Studio is founded 2018, builds a playable demo via a Teesside University partnership, wins a UK Games Fund grant and an angel cheque in 2020, then is acquired…
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Better Playtesting For Indie Developers.Steve Bromley47m
Regular, cheap playtests actually change outcomes: small teams validate concrete hypotheses, rank them by risk, and fix the highest-impact problems quickly…
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Being Boring: How Less Innovation Made Overboard! a Hit.Jon Ingold47m
Indie studio inkle makes Overboard! in about 100 days using the existing inkle narrative engine, reused UI and art patterns, and heavy content-first…
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Behind the Split Screen Sound of It Takes Two: A Story About CO-LA-BO-RA-TION.philip eriksson, Anne-Sophie Mongeau45m
Philip Eriksson, Anne-Sophie Mongeau. This session tells the story behind the sound design of Hazelight's intriguing and entertaining title, It Takes Two -…
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Avoiding the Pitfalls of Interactive Narrative.Tim Fletcher47m
Explains the concrete claim that big narrative choices get ignored when their implied consequences are out of scope, and shows the production tools that…
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Ask Me Anything: Questions for the Artists.Leanne Bayley, Daniel Hutchinson, Louise Andrew38m
Practical hiring and day‑to‑day details: studios ask for a curated portfolio of a few stellar pieces not a dump of everything, tailor applications to the job…
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All Aboard: Tools and Tactics for Building Team Consensus.Jessica Fiorini49m
Concrete methods for getting teams aligned: use a kickoff to set 3–5 design pillars, run short brainstorms with 2–8 people, capture results in simple docs or…
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Active Listening – How Amazon’s New World Evolved into an MMO Success Story.Katy Kaszynski45m
Amazon describes a development loop driven by in‑game telemetry and community channels, with iterative Alphas that change core design (single‑player survival →…
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The Story of Oddworld: Soulstorm.Bennie Terry, Lorne Lanning, Will Freeman01h 00m
Oddworld: Soulstorm reimagines side‑scrolling as 2.9D in Unity by rendering far more world at once, forcing a concrete engineering gamble: build a…
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The Principles of Empathetic Programming.Pavle Mihajlovic41m
Argues that empathy measurably reduces technical friction and bugs, with concrete tactics: check prior knowledge, document why (link bug tickets), prefer…
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The Gallery - A Case Study on Interactive Storytelling in FMV Games.Ru Howe, Paul Raschid45m
Claims that a 450‑scene linear script becomes a branching FMV game are backed by specifics: 4.5 hours of FMV and feature‑length playthroughs of 65–80 minutes…
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The FIVE Indie Marketing Mistakes I See Everyday.Jon Calvin48m
Five concrete failures decide whether to watch: assets that don’t sell the game—bad capsule image, bland screenshots, no gameplay video and trailers longer…
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The Evolution of the Player Interface.Philip Oliver, Andrew Oliver59m
A clear claim: natural‑language conversation is the next meaningful game input, so a platform is built to prove it — a prototype authoring tool (easier than…
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The 3 Best and Worst Technical Audio Systems from The Ascent.Joe Thom, John Tennant46m
UE4 and Wwise systems get concrete numbers and code tricks: reduced 1,300 Ak components to ~80–90 with scoped groups (demoing limits 16→3→1), a GameState AC…
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Test Driven Development: A Mindset to Develop Games from the Start, Middle, or End.Nikky Armstrong43m
Argues that Test Driven Development belongs to the whole project as a mindset not a checkbox, showing concrete tools: Behavior Driven phrasing (Given When…
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Tackling The Myths & Misconceptions About NFTs in Games.Tony Pearce38m
Claims concrete outcomes: switching to Ronin side chain drops user fees to near zero and Ramp Network enables credit‑card onramps; Axi Infinity shows the scale…
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Subtlety & Nuance: A Foley Masterclass & Live Demonstration.Zoe Freed, Jemma Riley-Tolch42m
Molinare's Foley masterclass names exact deliverables and shows methods: walk cycles used to match character intention, Pro Tools sessions and per-asset…
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State of the Art: The Future of Visual Development.Nader Alikhani49m
Atomhawk describes concept art as a problem‑solving, fast medium used on Halo Call of Duty Minecraft FIFA and Mortal Kombat 11 and shows concrete workflow…
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Skye Tales: Creating a UI That Couldn't Be Happier to See You.Cari Watterton39m
Brief recount of concrete outcomes: a diegetic journal becomes the single UI hub, built as a 3D diegetic journal hub with sticker-like Scrapbook pages and a…
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Show Me The Money.Spike Laurie, Ian Livingstone47m
Clear rundown of what gets funded and why: fund targets 1–3M EUR seed and 3–7M EUR series B, has done 20 investments after reviewing ~2,000 studios, and looks…
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Selling Your Game Studio. Insights from the Sale of Hutch to MTG Group.David Amor, Shaun Rutland49m
Hutch sells to MTG for an expected $375M headline after years of bootstrapping, early angel rounds, and fast prototyping that generates ~20M downloads per…
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Project Release Planning: Building an Iterative Framework.Adam Lavender45m
Framework sets quarterly releases of three months (four per year) for a ~50 person AAA project, starts with a two-day planning workshop, then a kickoff, four…
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Procedural Foley for a Cinematic Sound.Hugh Waller, Andrej Smoljan46m
Procedural Foley for the Dark Pictures builds fully runtime systems that play 3200 assets across footsteps, upper/lower cloth, guns and props, and adapts the…
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Orthors Story: Running a Black Owned Games Studio.Max St Hill, Yasmin Ali, Taylor Campbell45m
Team describes how they taught themselves development using Unity with Playmaker then C# and shipped to the Apple App Store, where a title initially hits about…
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Noise vs Momentum - Driving Desire for Your Game.Ravi Vijh45m
Compares one-off launch spikes with steady buildup and gives five concrete tactics: start momentum at day one, document origin stories, set communications…
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Mind your NPCs and Q’s: what’s next for Game AI?Sandy MacPherson46m
Overview of concrete work and demos not platitudes: middleware Kythera is presented with live features — ORCA+ for dynamic avoidance, runtime nav links and…
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Meditation for All.Jan Meppen40m
Claims that a daily mindfulness routine increases focus, reduces anxiety and even shortens needed sleep, supported by specific practices: Ashtanga/Pranayama…
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Learning to Lead a Craft Team: Year One.Adam Pearce46m
An account of concrete first-year lessons: write three bullet points that define the role, prioritize lead first create second, stop being the hero by…
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The Spirit of Independence: Challenges and Inspiration from Three Decades at the TopGeorge Osborn, Debbie Bestwick57m
Team 17 booms from 30+ years and 120 released games, pivots from being the worms company to running a rapid management buyout then an IPO completed in 91 days…
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Running a 21st Century Games Studio.Maria Sayans, Rami Ismail, Sally Blake, Alex Grimonpont, Jonathan Smith01h 08m
Stores reveal concrete moves: shipping Alba Wildlife Adventure (Dec 2020) with ~30 people, running a buddy system and weekly “teas at threesies,” sending care…
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It's Not Real Money, it's Robux: An Exploration of Children's Attitudes Towards In-game SpendingRaj Pathmanathan, Jelena Stosic54m
A mixed methods study reports how children and parents think about Robux Roblox and Fortnite purchases, giving concrete numbers and behaviors: a mean spend…
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Is Working With a Publisher Worth it?Julia Kenny46m
Publisher deals trade money and distribution for participation in IP and control, with concrete outcomes not promises: expect funding for ramping teams…
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Improving Data Structures for Rapid & Intelligent Gameplay Design.Michael Robson, Ben Ponsford48m
A modular propulsion and drivetrain system replaces monolithic vehicle classes so components are assembled by data not hard code, stored as structs with unique…
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Hyper-Social: Designing Games for Young Millennials and Gen Z.Ioana Cazacu30m
Claims that small, specific design choices drive engagement: a mobile cooking game Ready Chef Go! reaches about 75 million Snapchatters by using light…
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How Your World Builds Fans (and How Fans Build Brands)Dave Tovey, Ben Roberts42m
Claims that licensing turns games into retail brands with measurable hits not vague promises The talk gives specifics: a dedicated e‑commerce and…
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How To Support Learning in Multiplayer Games.Joseph Hesketh49m
Four years of research using interviews surveys and quantitative analysis leads to a practical framework of roles — instructor, messenger, creator/provider and…
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How to Stop Cheat Sellers Damaging IAP and Ad Revenue.Andrew Hogan43m
Mobile games lose real money to concrete techniques not just lore: MOD APKs offering unlimited coins and invisible ads use naked ad calls and ad stacking to…
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Understanding Your Game's DNA.Richard Jones38m
Konami Europe sets up a PC and console publishing and co‑development arm about 18 months ago and narrows focus to Western games by Western studios for Western…
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There’s A New Way To Develop And Thrive.Mike Gamble34m
Claims a service that helps small teams keep IP and creative control while solving discoverability using concrete tools and partners. Offers a free Hub (launch…
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Video Games - The Future is User-Generated.Dean Anderson19m
Concrete results not promises: Roblox adds 5.01 billion hours of engagement in the first three quarters of 2020 and pays developers over $250 million; a…
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We Belong - a Look at the Industry's Lack of Diversity, Challenges and Ways to Improve it.Troy Aidoo, Andy Sesay43m
Argues that specifics matter: 11% of characters are Black and only 3% of protagonists are Black, 60% of 2019 sponsorships go to white creators…
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What's Next for the UK Games Industry?Dr Jo Twist47m
Covers concrete wins and numbers: the industry records 3,200 responses to its census (target 6,000), reports 24 major acquisitions totalling £4 billion, and…
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Why does everybody want flipping metaverse?Dave Ranyard47m
Metaverse projects here claim real outcomes: 10,000 frog NFTs sell out on day one, funding a persistent world where 50% of the budget goes to the shared space…
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Why Marketing Your Studio is Just as Important as Marketing Your Games.Abbie Dickinson32m
Argument: studio marketing matters as much as game marketing because it recruits talent, reassures partners and exposes toxic opacity. Evidence and methods…
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Why You Should Not Underestimate First User Experience and How to Improve It.Kristina Miles46m
Claims that reviewing more than a hundred games and decomposing onboarding yields concrete fixes: reduce time-to-play by avoiding large downloads and mandatory…
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Work for Hire Studio Seeks Own IP to Develop: What Could (and did) Go Wrong??Bob Makin42m
SockMonkey Studios builds Fish Tanks as a self‑funded arcade arena game, ships a playable demo at GDC 2019, then faces chronic team churn, repeated context…
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