Games Gathering 2018
2018-12-08..2018-12-09
Kyiv, Ukraine
[Games Gathering 2017, Games Gathering 2018, Games Gathering 2019 Kyiv, Games Gathering 2019 Kiev, Games Gathering 2020, Games Gathering 2021 Odessa, Games Gathering 2021, Games Gathering 2022 Summer, Games Gathering Summer 2022, Games Gathering 2023 Kyiv, Games Gathering 2024 Lviv, Games Gathering 2024 Kyiv, Games Gathering 2025 Lviv, Games Gathering 2025 Odesa, Games Gathering 2025 Kyiv]
| title | author | length |
|---|---|---|
| Making a friendly game for players with disabilities | Dmitriy Cheglakov | 21m |
Concrete guidelines and examples for accessible games: use subtitles at least 46 px for 1080p, limit lines to ~40–42 characters, add 100–200 ms gaps and ~2–2.5… | ||
| How LINE: Disney Tsum Tsum made over a billion dollars | Yevgen Grishenko | 33m |
LINE: Disney Tsum Tsum reports over $1 billion lifetime revenue with 95% revenue from Japan and Japan ARPU around $35 versus ~$13 worldwide, driven by monthly… | ||
| Game Design lessons from designing Football, Tactics & Glory | Andrii Kostiushko | 43m |
Design process shows concrete moves: quick dirty prototypes prove fun or fail, one mechanic trims match length from 40–60 minutes to ~10 minutes while keeping… | ||
| Prototype of a Prototype | Simonas Vitkunas | 26m |
Argues that prototypes must be fast, targeted, disposable to produce real knowledge: build only the mechanic you need, use simple programmer art and whichever… | ||
| Creating tutorial experience of your game | Andrey Taliashvili | 29m |
Distills a practical system: tutorials split into three stages—show try validate—and into two implementation styles: hard vs soft tutorial. Gives concrete… | ||
| AI in PvP games | Oleksandr Soloveyko | 32m |
Александр Соловейко
Lead Game Designer, Wargaming
ИИ в PvP-играх
#Games_Gathering #gamedev #Kiev #Ukraine | ||
| The Creative Process in Game Design | Roee Avramot | 28m |
Claims that creativity is “imagination put to work” and outlines a practiced pipeline used at The Brute Squad: five-person indie studio collaborating with… | ||
| Why it's important to make a good meta-game play for your project | Yuri Sysoev | 21m |
Claim: meta mechanics exist to achieve developer goals — retention and monetization — not to deliver core player experience. Examples: chest timers, daily… | ||
| Discussion panel Storytelling through game mechanics | Sergey Snisarenko, Aleksandr Shtachenko, Anton Seleznev, Vladymyr Kozyk, Andrey Moroz, Dmitriy Shudra | 58m |
Panel argues concrete ways to tell story with systems: environmental layout in Dark Souls and Inside, timed failure via an oxygen HUD in Event Zero, awkward… | ||
| Building efficient game design team: our experience | Vadym Syvolap | 28m |
Built a dedicated game design team from 4 designers + 2 balance designers + 1 analyst into a predictable unit that cleared design debt and now feeds new… | ||
| nothing matches | ||