Develop:Brighton Digital 2020
2020-11-02..2020-11-04
-- online --
| title | author | length |
|---|---|---|
| Todd Howard Accepts The Develop Star Award | Todd Howard | 07m |
Accepts the Develop Star Award after 26 years at Bethesda, credited with directing Fallout 3, Skyrim and Fallout 4 back-to-back — a commercial and critical… | ||
| Stumbling to Success: The Fall Guys Phenomenon | Stevie Ward, Oliver Hindle, Haley Uyrus | 27m |
Game launches to 1.5 million players in 24 hours and immediately overflows servers, handled with rapid, candid comms and a humorous community voice; prelaunch… | ||
| 20 Years of Designing Games with PlayStation's Dominic Robilliard | Dominic Robilliard | 45m |
Starts in QA at Sega working on Res, Crazy Taxi 2, Sonic Adventure, Shenmue 2, learns 3D modelling, Maya and scripting on the job and moves into level design… | ||
| Talking Animal Crossing with Gary Whitta | Gary Whitta | 36m |
A talk show built entirely inside Animal Crossing uses only purchasable furniture and layouts to recreate a set and streams live on Twitch, goes viral after a… | ||
| The Art of Fall Guys: Ultimate Knockout | Alexander McKinney-Raphelt | 30m |
Bright, handcrafted visuals tie directly to gameplay: a food-flavored palette (vanilla, chocolate chip, strawberry) and vinyl-toy materials guide every asset… | ||
| Audio Director Ben Minto: From Battlefield to Star Wars | Ben Minto | 29m |
Moves from raw examples to engineered drama: uses granular edits from Need for Speed and Frostbite implementation to prioritise performance trumps fidelity… | ||
| Embedding Diversity and Inclusion Into Studio Culture | Cinzia Musio | 25m |
Studio builds employee resource groups then runs an unconscious bias workshop and adopts a meeting playbook to give introverts structured space to speak… | ||
| Audio Director Lydia Andrew: Behind the Scenes | Lydia Andrew | 37m |
Develops a new recording pipeline to handle branching dialogue and stops the usual confusion in take intention, records location ambiences in Greece to create… | ||
| Player-Driven Audio Creation in Dreams | Bogdan Vera | 30m |
Dreams ships a PS4 creation tool that turns motion input from the DualShock 4 into playable instruments: each 2D sound stroke maps to one synth voice and is… | ||
| Getting the Job Done: Using Everything to Make Your Game | Grant Allen | 26m |
A practical argument for “try everything”: teams prototype with paper prototypes, Unity + Encore prototypes and card and real-world prototypes to explore… | ||
| A Practical Guide to App Store Optimisation | Elizaveta Kostyukhina | 39m |
Practical steps, measurable effects and tools: prioritize keywords by relevance and difficulty, use AppTweak and ASOstack, and put top keywords into the… | ||
| How We Built F1 Manager: Design and Commercial Insights | Corentin Delprat | 30m |
Hutch builds a portrait mobile motorsport manager that plays one-thumb and centers on tactical tradeoffs: fuel, tyre wear, pit timing and tyre compound choices… | ||
| Lessons from Both Sides of the Pitching Table | Colin Macdonald | 19m |
A practical pitching playbook: choose partners by matching a show’s demographic and its core essence, invite only 4–5 targeted studios, and prefer teams who… | ||
| How Not to Launch a Game on Steam | Aiden Rodgers | 15m |
A personal indie release, The Square Game goes on Steam with a £1.50 launch price, a $100 app fee, and store rules that require in-game screenshots and a… | ||
| The Present & Future of AI and Games | Tommy Thompson | 29m |
Historical game AI relies on behavior trees and navigation meshes for pathing while studios still reinvent bespoke solutions; modern shifts claim deep learning… | ||
| How We Learn and Evolve our Code Base | Jarl Ostensen | 36m |
Polystream builds Phantom, a spectator engine that streams 3D geometry and commands—no GPU on the host—using a bespoke command streaming protocol… | ||
| Where to Start with Machine Learning | Andrew Webb | 22m |
vTime demonstrates a working pipeline that turns a photo into a vtag avatar using an image-to-image deep model trained on freely available datasets and GitHub… | ||
| Building Game Communities From Scratch | Stevie Ward | 32m |
Step-by-step playbook: identify where your audience already hangs out, recruit early members person‑by‑person and by partnering with bigger communities, and… | ||
| Music Design and Implementation | Guy Whitmore | 24m |
Defines music design as scoring dynamic games and shows concrete workflow: split roles into music designer and music implementer, author music in audio… | ||
| Ten Things to Do Before You Even Start Working on a New Game | Mitchell Smallman | 30m |
Netspeak Games focuses on non-violent MMOs and recommends ten concrete pre-build checks: run small ads on Google and Facebook to validate the game's emotional… | ||
| Spatial Communication in Level Design - Dreams | Peter Field | 38m |
A playable Dreams blockout demonstrates practical level techniques: start by placing player and a distant objective (a lighthouse) so the designer builds… | ||
| Achieving Deeper Player Interaction with Large-Scale Worlds | Chris Jenner | 33m |
Argues for combining high-detail local simulation with a large-scale persistent layer that runs deterministic paths and low-lod entities, spawning full NPCs… | ||
| Game Design War Stories: Tales from the Trenches | Harvey Smith, Dinga Bakaba | 45m |
A sequence of concrete studio war stories: a surprise BAFTA win for Dishonored, an E3 reveal where silence turns into roaring applause for Deathloop, and ten… | ||
| The Realities of Releasing Small Games on Steam | Brian Shingles | 29m |
Fortune Gloria launches at $9.99 and posts 531 wishlists, ~400,000 impressions, 2% CTR, ~9,000 visits and sells 26 copies for about $184; two $2.99 follow-ups… | ||
| Adding Depth and Believability to Your Character Design | Shayleen Hulbert | 24m |
Advice: treat a concept as a blueprint and fill its gaps with researched construction and surface work. Spend half a day gathering references for garments… | ||
| Why Diversity Matters and How We Can Make Studios More Inclusive | Khally Saarman-Jones | 30m |
Games industry data shows 28% female vs ~50% workforce and argues diversity without inclusion loses hires; the business and moral cases cite June Sarpong’s… | ||
| Scenery Art in Planet Zoo | Liesa Bauwens, Ijke Botman | 32m |
Planet Zoo uses a modular building system and changes concept workflow by having concept artists play the game, paint large in‑game overview panes and then… | ||
| What Venture Capital Firms Look for in a Game Studio | Luke Alvarez | 33m |
Hero Capital is a 10-person VC that screens thousands of game opportunities a year and invests in about 1% of opportunities, targeting early post-seed studios… | ||
| Containerising Your Game Servers | Arni Birgisson | 28m |
AWS Game Tech anatomy: Amazon GameLift runs session-based servers with FlexMatch and Fleet IQ (Fleet IQ can use spot capacity up to 90% discount), and… | ||
| The Art of Game Developer Art Bibles | Erol Kentli | 54m |
Argues that a clear art bible reduces iteration and can save millions on large AAA projects, starting as a one‑page elevator pitch and expanding into a… | ||
| How Your Players Can Make You A Better Developer | John Payce | 32m |
Claim: players turn developers into faster, better designers by giving early, focused feedback. Practical methods: create a simple contract (what you will and… | ||
| Practical Skills for Securing Multi-Million Pound Projects | Natalie Wicks | 27m |
A clear method for winning big contracts: start with objective-based document design and do three steps — define the audience, map their needs, then build… | ||
| Pick Your Video Game Localisation Targets and Hit That Bullseye | Tamara Tirjik | 19m |
Games sell more when localized, and numbers prove it: there are about 1.5–2 billion English speakers versus 2.5 billion gamers, China is the second-largest… | ||
| The Past Year’s Games Accessibility Advances | Ian Hamilton | 37m |
Overview of concrete advances: cheap hardware drops accessibility costs (Logitech adaptive gaming kit bundles a dozen switches for ~£75, Xbox Adaptive… | ||
| 25 Ways to Sell More Indie Games | James Binns | 21m |
25 concrete tips with examples: commit to learning distribution, start marketing years not weeks early, and use engines like Unreal/Unity to port quickly… | ||
| Beyond a Steel Sky – Reinventing a Classic with Charles Cecil | Charles Cecil | 16m |
A 1994 adventure is remade as Beyond the Steel Sky, released June 2020 on Apple Arcade and July 2020 on PC, using a comic-book postprocess called Toontoy and a… | ||
| The LGBTQ+ Games Industry & Allyship | Ian Masters, Elli Shapiro, Zoe Brown, Liam Price | 47m |
A coalition called Out Making Games formalizes as a community interest company, runs a 150-member Slack with job posts, and plans a mentorship program and… | ||
| The Develop:Star Awards | 41m | |
The Develop:Star Awards 2020 were part of Develop:Brighton Digital 2020.
Develop:Brighton 2021 returns to the sunny coast 13-15 July 2021.
*** The Nominees… | ||
| Diversity – The Road to the Future | KISH HIRANI, Harinder Sangha, Gemma Abdeen, Robin Gray, Ian Hamilton, Shay Thompson, Liz Prince | 56m |
Panel lists concrete wins and tactics: industry groups and magazines launch mentoring and outreach (Out Making Games, Level Up Link Up, Putting the G into… | ||
| nothing matches | ||