Gamelab Barcelona 2020 Live
2020-06-23..2020-06-25
-- online --
[Gamelab Barcelona 2017, Gamelab Barcelona 2019, Gamelab Barcelona 2020 Live]
who it's for
indie developers, creative directors, producers, concept artists, audio designers, unreal engine developers, game programmers, qa engineers
topics
UE4 performance optimization; audio implementation with FMOD; character concept workflow; cloud gaming infrastructure and streaming; Roblox creator economy and tools; rapid prototyping practices; postmortem development lessons; game journalism and press relations; blockchain opportunities for games; founding and scaling studios; narrative-driven game design
| title | author | length |
|---|---|---|
| 18 Years, 18 Lessons | Daniel Sanchez-Crespo | 01h 03m |
Daniel Sanchez-Crespo presents 18 lessons learned from 18 years working as an independent game developer, focusing on practical survival strategies for indies… | ||
| Keynote Fireside: On the verge of a new generation | Phil Spencer | 53m |
Claims that the industry is shifting from device-led to player-centered design, backed by concrete moves: building up about 15 first‑party studios, shipping… | ||
| The ever-changing role of a Creative Director | Ken Levine, Mark Cerny | 38m |
A practical playbook for creative direction: build a tight shared vision, iterate fast, and test in front of real players — System Shock 2 starts from a full… | ||
| How to Fall Fast | Joe Walsh | 45m |
Prototype goal is to answer focused questions fast: prove the off‑balance physics, a classic level and the playercount. Team builds rough prototypes in 3… | ||
| Sound in a Video Game | Rubén Rincón García | 55m |
Describes building the audio department for Fall Guys at Mediatonic and delivering remaining sound assets in a three‑month production sprint. Covers using FMOD… | ||
| Concept Art Process in Video Games | Mercedes Rodrigo Miranda | 52m |
A presentation on the concept art workflow for video games, describing the stages from initial idea and visual research through iterative sketching, color… | ||
| Optimization in UE4 for Not-So-Technical People | Mario Palmero | 58m |
Practical guide to optimizing Unreal Engine 4 for developers without deep technical background, covering common performance problems in UE4 projects and… | ||
| Let’s Call It a Postmortem | Gala M. García | 55m |
A developer recounts the development history of an indie game called Berlin Bites: started studies in 2012, completed a programming master in 2017, built a… | ||
| From Student to Professional: A Survival Guide | David León Molero | 50m |
A team started a student game project that expanded from three to about twenty people and used the student build as a commercial testbed, marketing through… | ||
| Cloud Gaming: Two Perspectives of the Future | Jacob Navok, Asher Kagan, Mike Fischer | 53m |
Cloud gaming is already moving beyond streaming a console to a phone: examples include using Shadow to run PC Fortnite on mobile with full graphics and gamepad… | ||
| What we can learn From the Roblox Community About the Future of Games and Entertainment | John Gaudiosi, Craig Donato | 48m |
Roblox reports 120 million monthly users with 2.5 million creators building a marketplace where last year 20 million experiences published, 7–8k titles hit 1M+… | ||
| Building a successful international business from South America | Max Cavazzani, Maarten Noyons | 41m |
Company history: a Buenos Aires startup pivots from a stock‑trading iPhone app with millions of users to social mobile games, then builds an ads and AI… | ||
| Creating a Multi-Billion Gaming Media Market | Mike Sepso, Nicolaj Nyholm, Sergi Mesonero | 47m |
Esports fills canceled live sports by delivering remote high‑quality broadcasts built with distributed production teams and an $80M funding platform that… | ||
| Bridging the gap between developers and creators | Alvaro845, Fukuy | 53m |
A practical playbook for developer‑creator deals that names tradeoffs not platitudes: contact creators when the product is ready unless exclusivity or… | ||
| The Technology Behind a Frame | Lucas González Hernanz | 55m |
Explains the technology used to render a single game frame, covering the pipeline and tools involved such as rendering engines, shaders, and GPU workflows… | ||
| Blockchain: Exploring the Opportunities for Gaming | Sebastien Borget, Nicolas Pouard, Robby Yung, Caty Tedman | 52m |
A snapshot of what’s real today: multiple projects tokenize game assets as non‑fungible tokens using the ERC-1155 standard, marketplaces like OpenSea let items… | ||
| AI Fundamentals in Video Games | Gema Parreno Piqueras | 57m |
An introductory overview of artificial intelligence techniques used in video games, covering fundamentals such as pathfinding, finite state machines, behavior… | ||
| Portfolio in Concept Art | Igor Heras | 51m |
Shows how to build a concept art portfolio for games, covering what pieces to include, presentation and organization, and how to demonstrate skills relevant to… | ||
| Of Sins and Penances: How We Conceived Blasphemous | Enrique Colinet Morales | 51m |
A postmortem of creating the video game Blasphemous that explains its design choices and development process. Covers how the team conceived the game’s themes… | ||
| From the Studio to Players: The Relationship with the Press | Marta Trivi | 53m |
How to get press coverage for games: journalists receive dozens to hundreds of pitches daily so emails must be concise, newsworthy, targeted to the right… | ||
| Finding the next European games champion | David Gardner, Alexis Bonte, Ian Livingstone | 49m |
Europe sees a tenfold fall in new mobile releases from ~400,000 to ~30,000 a year, pushing consolidation and higher UA costs while fast prototyping and speed… | ||
| The Creative Path to Doom Eternal | Matt Castla, RPS Video person, Matt Castle, Hugo Martin, Harry Stratton | 55m |
Development claims that Doom Eternal is "twice as big" and fixes Doom 2016 exploits by forcing weapon switching, weak‑point removal and resource management… | ||
| Narrative Crossing: New horizons | Kiki Wolfkill, Amy Hennig, Jordan Vogt-Roberts, Raúl Rubio | 58m |
Panel argues that games and screen media are converging and translation must preserve player feelings not just plot, citing Halo TV adaptation and a Metal Gear… | ||
| Cyberpunk reflections | Mike Pondsmith, Brian Crecente | 52m |
A history of the RPG that became a video game: original 1988 setting shifted through Cyberpunk 2020 (1990) and an experimental 2005 2030x to the planned… | ||
| The modern days publishers, building a unique developer/publisher relationship | Terence Mosca, Samuel Lee, Nigel Lourie, Debbie Bestwick | 59m |
Four publishers compare how they actually fund and ship games: milestone deals still exist but most contracts are negotiable case by case, Kowloon reports over… | ||
| The role of videogames in the post-COVID society. | Brenda Romero, Ian Livingstone, Ilkka Paananen, Tim Schafer, Kate Edwards, Jenova Chen, Jon Neverdie, Philip Rosedale | 01h 38m |
Panel documents sharp metrics and practical shifts: 75% increase in playtime, $1.6 billion sales in March (+35% YoY), and platforms reporting massive traffic… | ||
| Experience, Agency and Authorship: The Evolving Face of Story-Driven Game Design | Richard Lemarchand, Ian Dallas, Hannah Nicklin, Chella Ramanan | 58m |
Panelists describe concrete techniques and outcomes: a jam prototype becomes a full game about early-onset dementia where the house reconfigures to show memory… | ||
| Mango Jam: Five Years in the Kitchen | Mariona Valls Porta | 44m |
Mermelada de Mango reviews five years of running an independent game studio, describing the team’s history, projects and lessons learned. It covers practical… | ||
| Video Game Porting: Why It’s Never Just Pressing a Button | Miguel Angel Horna | 47m |
Porting Unity games to consoles and mobile requires much more than pressing a button: audio plugins often must be reimplemented and custom middleware fixes… | ||
| A Glimpse into the World of QA | Lucas Felden | 48m |
This talk explains how QA teams investigate bugs by answering what/how/where/when/why and filing reports with title, description, reproduction steps, and… | ||
| The Paths of the Artist | Susana Broullón Costas | 46m |
Overview of career paths available to game artists, discussing roles, skills and possible transitions within the games industry. Covers practical approaches… | ||
| Efficient Programmer++: Examples and Anti-Examples | Jose Raluy | 49m |
Concrete engineering practices for game development: use Python scripting for game logic, use Jira or a bug tracker to prioritize A/B bugs, and build an early… | ||
| Game Journalism Panel | Brian Crecente, Janet Garcia, Gene Park, Khalief Adams | 49m |
Panel argues game coverage shifts from reviews to cultural criticism and audience-built platforms, citing concrete steps and outcomes: a blog gets a Sony boost… | ||
| Where do we go from here? | Shawn Layden, Dean Takahashi | 50m |
Argues that narrative single‑player games are the industry's core and that pandemic lockdowns accelerate gaming's cultural role while forcing practical change… | ||
| Finding the soul of a game | Tim Willits, Chris Morris | 51m |
Argues that every game needs a single distilled one-sentence core that acts as a decision filter; gives concrete examples — Doom reboot refocus, SnowRunner as… | ||
| Academia and Industry: a quest for collaboration | Tracy Fullerton, Gonzalo Frasca | 54m |
Academia claims concrete impact: student projects become market games (Flow on PlayStation Network), a student thesis evolves into a commercial studio and hit… | ||
| Skill Diversification: The Secret Weapon of American McGee | Noel Llopis | 57m |
Starts at id answering phones then contributes levels and QuakeC scripts to Doom and Quake, collaborates with Nine Inch Nails on sound, gets fired after four… | ||
| Current challenges for game developers | Minh Le, Charlie Cleveland, Alvaro Azofra, Dino Patti, Rami Ismail | 58m |
Five indie teams describe concrete practices and hard lessons: launching a playable prototype (Natural Selection started as a map pack), running early access… | ||
| Moonlighter: From Zero to Hero | Javi Giménez Aznar | 48m |
Moonlighter: De cero a héroe describes how the game Moonlighter was developed and brought to market, covering its design and production journey from an initial… | ||
| The Magic of game design | Mark Rosewater, Min Kim | 56m |
Head designer explains concrete process: exploratory design for 2–3 months, vision design four months, set design over a year, play design overlapping, with… | ||
| nothing matches | ||