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Gamelab Barcelona 2019

game designers, indie developers, studio founders, technical directors, narrative designers, community managers, investors

physics-based swinging systems; puzzle rules as objects; Multimedia Fusion + Lua tooling; automated digital rotoscoping; rewind gameplay mechanic; interactive live-action engine; 500-person spatial audio; battle royale circle mechanic; weapon wheel and gadget systems; procedural cell generator; human moderation workflows; soft-launch KPIs (retention, LTV, CAC)

titleauthorlength
Power and ResponsibilityRyan Smith59m
Insomniac prototypes physics-based swinging in 2015, iterates for three years, and ships Marvel’s Spider-Man in September 2018 after a vertical slice, a…
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Making Baba Is You,what is this?Arvi Teikari Hempuli01h 02m
Starts as a prototype at Nordic Game Jam 2017 and proves the core claim that puzzle rules can be objects you push: words like BABA IS YOU are movable tiles…
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The challenges and rewards of different mediaJordan Mechner58m
Prince of Persia launches on Apple II in 1989, built in tight Apple II assembly with digitized VHS rotoscoping; later projects automate that process into…
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Merging Interactive Narrative with Live ActionJack Attridge54m
An eight‑person studio builds a custom engine called TouchVideo engine plus a Cookbook editor to stitch thousands of 4K clips into interactive scenes, films…
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Midgard to Modern LondonCory Barlog, Stuart Whyte57m
A game director describes running a five‑year rebuild that shrinks then balloons to five years of work, inventing a no‑cut camera that forces new AI, animation…
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A Hitchhiker's Guide to the MetaversePhilip Rosedale, Alexis Bonte57m
History of Second Life becomes a concrete playbook: a user-driven economy handling about $600–700M transactions/year across ~1M active creators, an internal…
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PUBG , making the game that changed everythingBrendan Greene, Rami Ismail52m
A modder ports an Arma 2 Battle Royale into a standalone using a simple circle mechanic instead of hard-to-code squares, runs servers manually until games…
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Honor Award presentation and fireside chatMike Morhaime46m
Chronicle of Blizzard decisions and surprising outcomes: early games like Lost Vikings get salvaged by outside art and feedback; Diablo misses holiday launch…
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What do investors and potential acquirers really look for?Alexis Bonte47m
Games are a liquid, cash‑efficient market worth ~$100–140B (mobile ~$46.1B) with exits from ~$20M up to ~$10B and repeatable hits like Supercell scaling from…
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Leading the way towards implicitly safe communitiesLaura Higgins, Kate Edwards52m
Presents concrete practices: platform hosts 50 million experiences and runs ~800 moderators with 24/7, localized teams; every uploaded audio, image and video…
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The invisible threadDaniel Sanchez-Crespo49m
Studio pivots from a decade of Sony work on the Invisible saga to ship Killsquad in under two years, funded by a separate steady project so cashflow stays…
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Visions of inclusivity and justice: making games for allKatie Scott, Kate Edwards, Sarah Elmaleh, Mick Donegan, Rami Ismail01h 02m
Panelists describe concrete wins and tools: a free online event translates 35 talks translated into eight languages live; a union-backed push spreads…
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Gamified storytellingJulia Noomen, Jeferson Valadares, Daniel Calabuig54m
Argues that voice‑first games are viable now and describes shipped prototypes: a mobile/PC audio game called Frequencies and a voice‑driven title built by…
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