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Gamelab Barcelona 2020 Live

indie developers, creative directors, producers, concept artists, audio designers, unreal engine developers, game programmers, qa engineers

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

titleauthorlength
18 Years, 18 LessonsDaniel Sanchez-Crespo01h 03m
Daniel Sanchez-Crespo presents 18 lessons learned from 18 years working as an independent game developer, focusing on practical survival strategies for indies…
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Keynote Fireside: On the verge of a new generationPhil Spencer53m
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…
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The ever-changing role of a Creative DirectorKen Levine, Mark Cerny38m
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…
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How to Fall FastJoe Walsh45m
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…
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Sound in a Video GameRubén Rincón García55m
Describes building the audio department for Fall Guys at Mediatonic and delivering remaining sound assets in a three‑month production sprint. Covers using FMOD…
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Concept Art Process in Video GamesMercedes Rodrigo Miranda52m
A presentation on the concept art workflow for video games, describing the stages from initial idea and visual research through iterative sketching, color…
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Optimization in UE4 for Not-So-Technical PeopleMario Palmero58m
Practical guide to optimizing Unreal Engine 4 for developers without deep technical background, covering common performance problems in UE4 projects and…
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Let’s Call It a PostmortemGala M. García55m
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…
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From Student to Professional: A Survival GuideDavid León Molero50m
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…
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Cloud Gaming: Two Perspectives of the FutureJacob Navok, Asher Kagan, Mike Fischer53m
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…
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What we can learn From the Roblox Community About the Future of Games and EntertainmentJohn Gaudiosi, Craig Donato48m
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+…
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Building a successful international business from South AmericaMax Cavazzani, Maarten Noyons41m
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…
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Creating a Multi-Billion Gaming Media MarketMike Sepso, Nicolaj Nyholm, Sergi Mesonero47m
Esports fills canceled live sports by delivering remote high‑quality broadcasts built with distributed production teams and an $80M funding platform that…
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Bridging the gap between developers and creatorsAlvaro845, Fukuy53m
A practical playbook for developer‑creator deals that names tradeoffs not platitudes: contact creators when the product is ready unless exclusivity or…
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The Technology Behind a FrameLucas González Hernanz55m
Explains the technology used to render a single game frame, covering the pipeline and tools involved such as rendering engines, shaders, and GPU workflows…
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Blockchain: Exploring the Opportunities for GamingSebastien Borget, Nicolas Pouard, Robby Yung, Caty Tedman52m
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…
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AI Fundamentals in Video GamesGema Parreno Piqueras57m
An introductory overview of artificial intelligence techniques used in video games, covering fundamentals such as pathfinding, finite state machines, behavior…
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Portfolio in Concept ArtIgor Heras51m
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…
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Of Sins and Penances: How We Conceived BlasphemousEnrique Colinet Morales51m
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…
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From the Studio to Players: The Relationship with the PressMarta Trivi53m
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…
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Finding the next European games championDavid Gardner, Alexis Bonte, Ian Livingstone49m
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…
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The Creative Path to Doom EternalMatt Castla, RPS Video person, Matt Castle, Hugo Martin, Harry Stratton55m
Development claims that Doom Eternal is "twice as big" and fixes Doom 2016 exploits by forcing weapon switching, weak‑point removal and resource management…
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Narrative Crossing: New horizonsKiki Wolfkill, Amy Hennig, Jordan Vogt-Roberts, Raúl Rubio58m
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…
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Cyberpunk reflectionsMike Pondsmith, Brian Crecente52m
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…
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The modern days publishers, building a unique developer/publisher relationshipTerence Mosca, Samuel Lee, Nigel Lourie, Debbie Bestwick59m
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…
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The role of videogames in the post-COVID society.Brenda Romero, Ian Livingstone, Ilkka Paananen, Tim Schafer, Kate Edwards, Jenova Chen, Jon Neverdie, Philip Rosedale01h 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…
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Experience, Agency and Authorship: The Evolving Face of Story-Driven Game DesignRichard Lemarchand, Ian Dallas, Hannah Nicklin, Chella Ramanan58m
Panelists describe concrete techniques and outcomes: a jam prototype becomes a full game about early-onset dementia where the house reconfigures to show memory…
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Mango Jam: Five Years in the KitchenMariona Valls Porta44m
Mermelada de Mango reviews five years of running an independent game studio, describing the team’s history, projects and lessons learned. It covers practical…
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Video Game Porting: Why It’s Never Just Pressing a ButtonMiguel Angel Horna47m
Porting Unity games to consoles and mobile requires much more than pressing a button: audio plugins often must be reimplemented and custom middleware fixes…
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A Glimpse into the World of QALucas Felden48m
This talk explains how QA teams investigate bugs by answering what/how/where/when/why and filing reports with title, description, reproduction steps, and…
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The Paths of the ArtistSusana Broullón Costas46m
Overview of career paths available to game artists, discussing roles, skills and possible transitions within the games industry. Covers practical approaches…
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Efficient Programmer++: Examples and Anti-ExamplesJose Raluy49m
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…
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Game Journalism PanelBrian Crecente, Janet Garcia, Gene Park, Khalief Adams49m
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…
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Where do we go from here?Shawn Layden, Dean Takahashi50m
Argues that narrative single‑player games are the industry's core and that pandemic lockdowns accelerate gaming's cultural role while forcing practical change…
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Finding the soul of a gameTim Willits, Chris Morris51m
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…
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Academia and Industry: a quest for collaborationTracy Fullerton, Gonzalo Frasca54m
Academia claims concrete impact: student projects become market games (Flow on PlayStation Network), a student thesis evolves into a commercial studio and hit…
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Skill Diversification: The Secret Weapon of American McGeeNoel Llopis57m
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…
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Current challenges for game developersMinh Le, Charlie Cleveland, Alvaro Azofra, Dino Patti, Rami Ismail58m
Five indie teams describe concrete practices and hard lessons: launching a playable prototype (Natural Selection started as a map pack), running early access…
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Moonlighter: From Zero to HeroJavi Giménez Aznar48m
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…
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The Magic of game designMark Rosewater, Min Kim56m
Head designer explains concrete process: exploratory design for 2–3 months, vision design four months, set design over a year, play design overlapping, with…
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