Gamelab Barcelona 2017
2017-06-28..2017-06-30
Hospitalet de Llobregat, Spain
[Gamelab Barcelona 2017, Gamelab Barcelona 2019, Gamelab Barcelona 2020 Live]
who it's for
game designers, indie game developers, mobile game producers, vr and ar developers, narrative designers, live ops managers, esports organisers, streaming integration engineers
topics
vr locomotion and haptics; mixed 360 video plus geometry; natural language character engines; narrative design without dialogue; match-three mobile productization; influencer-driven user acquisition; viewer interactivity on streaming platforms; player segmentation and non-player types; prototype-to-scale mobile pipeline; real-time TV rendering with Unreal Engine; ethereum blockchain gaming; in-app purchases versus ad monetization
| title | author | length |
|---|---|---|
| The good, the bad and the ugly | Rami Ismail | 38m |
An indie team builds games out of necessity and pragmatism, shipping titles like Super Crate Box (2010), Ridiculous Fishing and Nuclear Throne while juggling… | ||
| VR and MR Will Change Everything: How Can You Take Your | Vander Caballero | 43m |
The talk argues that VR and mixed reality are driving rapid change and that studios should build and test frequently rather than theorize. It presents… | ||
| The uncanny mirror seeing ourselves in AI | Emily Short | 44m |
Explains practical experiments: a social-model prototype Versu shows realistic NPCs ignore players so designers add a player-bias to satisfy testers; image and… | ||
| Creativity and roots | Raúl Rubio | 45m |
RiME is an intentionally evocative experience built without dialogue to avoid localization, with puzzles tuned to serve narrative rather than challenge… | ||
| Creating an entertainment brand starting with a mobile game | Reko Ukko | 38m |
A mobile-first IP launches as a match‑three game built in 7 months with a 7‑person team, then grows by mixing product and marketing: integrated dev/marketing… | ||
| Turning Viewers into Players | Anatoly Ropotov | 37m |
Streaming platforms add subsecond latency and native tipping, and Mixer/Twitch SDKs let viewers directly affect games. Mobile shooter Guns of Boom hits 5… | ||
| Non player types: who is not playing and why | Richard Bartle | 34m |
Extends the Player Types model into a two‑axis map of challenge (easy→hard) and meaning/depth (shallow→deep), using concrete examples (Pong, Tetris, Dota 2… | ||
| Mobile gaming horizons: Taking a look from the top | Mikko Kodisoja | 44m |
Supercell describes a concrete pipeline: teams form around pitches, build 2–4 months prototypes, hit a company playable milestone for whole-company feedback… | ||
| Shaping eSports right | Mike Sepso | 48m |
Activision Blizzard lays out a franchise model for a city-based Overwatch League that delays its public launch past the Q3 week but aims for major rollouts by… | ||
| How game technology can make TV reach new audiences | Ellen Lyse Einarsen | 39m |
A Norway startup raised about $20M to build live-capable real‑time rendering for TV using the Unreal Engine and a production product called Frontier. A pilot… | ||
| The whole world plays games now what? | Phil Harrison | 45m |
E3 and modern console shows skew toward a shrinking hardcore top of the pyramid while mobile is the growth engine, driven by ubiquity, fast tools and companies… | ||
| New ways of telling stories | Sam Lake | 41m |
Describes concrete storytelling experiments: Max Payne uses comic-book panels and voiceover because in-engine cutscenes were limited, Alan Wake adopts a… | ||
| A makers guide to the Metaverse | Hilmar Veigar | 46m |
EVE Online evolves from subscription to a player-driven free tier via PLEX (formalized 2008, Ascension ~2016) that lets many pay by playing; the economy runs… | ||
| Creating and growing games IPs | Richard Garriott | 44m |
Built the Ultima series and launched Ultima Online — the fastest‑selling PC title in Origin/EA history — then prototypes a ruleset of eight virtues and a… | ||
| Gaming on the Ethereum block chain | Jon Neverdie Jacobs | 50m |
Created NEVERDIE Coin (400M supply) and Teleporter Token (10B supply) as ERC tokens on Ethereum, integrates with MetaMask and an alpha wallet, and already pays… | ||
| Children of a lesser God | Massimo Guarini | 44m |
Argues video games miss wider audiences mainly because of tech barriers—consoles, installs, logins and low‑latency internet create a tiny keyhole—and because… | ||
| In App Purchases vs Ad Monetization Time to Blur the Line? | Max Cavazzani | 45m |
Etermax reports 80% of revenue from ads on Trivia Crack after 400 million downloads and 66 days at number one; the studio runs a custom mediation stack across… | ||
| Flipping the switch on collegiate Esports | Kurt Melcher | 43m |
Created in 2014 at Robert Morris University (Chicago) as the world's first Varsity Esports scholarship program, the initiative recruits top-tier players (35 in… | ||
| Does the world need another shooter? | Enric Alvarez | 39m |
Enric Álvarez, Creative Director and co-founder of MercurySteam Entertainment, presents updates on Raiders of the Broken Planet shortly before its worldwide… | ||
| nothing matches | ||