~/conference

Games Gathering 2018

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Making a friendly game for players with disabilitiesDmitriy Cheglakov21m
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…
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How LINE: Disney Tsum Tsum made over a billion dollarsYevgen Grishenko33m
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…
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Game Design lessons from designing Football, Tactics & GloryAndrii Kostiushko43m
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…
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Prototype of a PrototypeSimonas Vitkunas26m
Argues that prototypes must be fast, targeted, disposable to produce real knowledge: build only the mechanic you need, use simple programmer art and whichever…
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Creating tutorial experience of your gameAndrey Taliashvili29m
Distills a practical system: tutorials split into three stages—show try validate—and into two implementation styles: hard vs soft tutorial. Gives concrete…
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AI in PvP gamesOleksandr Soloveyko32m
Александр Соловейко Lead Game Designer, Wargaming ИИ в PvP-играх #Games_Gathering #gamedev #Kiev #Ukraine
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The Creative Process in Game DesignRoee Avramot28m
Claims that creativity is “imagination put to work” and outlines a practiced pipeline used at The Brute Squad: five-person indie studio collaborating with…
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Why it's important to make a good meta-game play for your projectYuri Sysoev21m
Claim: meta mechanics exist to achieve developer goals — retention and monetization — not to deliver core player experience. Examples: chest timers, daily…
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Discussion panel Storytelling through game mechanicsSergey Snisarenko, Aleksandr Shtachenko, Anton Seleznev, Vladymyr Kozyk, Andrey Moroz, Dmitriy Shudra58m
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…
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Building efficient game design team: our experienceVadym Syvolap28m
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…
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