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Games Gathering 2020

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What to consider before starting a console project on Unreal Engine and UnityOleh Fedorenko25m
Practical checklist for starting console development (Xbox, PlayStation, Nintendo Switch) using Unreal Engine or Unity: covers differences in platform…
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How Mobile Edge Computing keeps players coming backDavid Shackleton22m
Claim: conventional push is unreliable — click-through rates often sit below 3%, push tokens change ~3% monthly, and if a player is inactive a month less than…
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Tell me about myself: Feedback as a tool for developmentYvanna Pohrebniak53m
The talk explains how feedback differs from criticism and can be used as a development tool in game teams. It covers using constructive, growth-focused…
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How the 2020 midcore/casual market changes affected game development approaches and processesAndrey Mikhlin25m
Overview of major events and shifts in the hyper-casual games market during 2020 and how those changes affected development practices. Covers impacts on…
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How to raise your own gamedev studio and survive 15 years and more (incl. 2020)Hendrik Lesser25m
Company founded in 2005 survives 15+ years including 2020 and now shepherds more than 10 studios across four countries, arguing sustainability over fast flips…
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Publishers in the Age of F2P: Can It Actually Work?Asi Burak45m
Argues that traditional prelaunch deals fail for mobile F2P and instead pursues progressive publishing: sign live games, run targeted UA and monetization…
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What Publishers Want: Key Insights for Service ProvidersCaroline Calaway, Lolita Suleimanova, Olga Ryzhko, MJ Fahmi45m
Publishers hire third-party teams for concrete tasks: QA, localization, age ratings, trailers, porting and platform launches, or full game development for…
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Fireside ChatJosh Sawyer01h 04m
Starts as a webmaster, teaches self HTML Flash and Photoshop, gets hired onto Planescape Torment and moves into design; leads or designs on Icewind Dale…
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Marketing strategies during Covid, Business topics within iGamingVladymyr Malakchy24m
Presentation outlines how COVID-19 changed player behavior in iGaming and explains how to design and plan marketing and business strategies in response. It…
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Why Game Devs Need Strong Game PublishersMJ Fahmi30m
Game publishers provide analytics pipelines, fraud-detection tools and creative teams that small studios rarely build in-house, and that can turn a good KPI…
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How to get a job as a game designer with no experience. A practical guideYhor Kopyov41m
Practical guide for getting a game designer job with no prior industry experience, aimed at candidates whose resumes aren’t getting past recruiters or who face…
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The Publishing Checklist for Launching a #1 Mobile GameRotem Eldor29m
CrazyLabs shares a concrete publishing checklist: run CTR video tests before building, then CPI and day‑1 retention checks; use a self‑serve click dashboard…
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Sustainable growth strategy. How to increase profit at any project stageAleksandr Beletskiy59m
A game product owner from Murka describes practical strategies for sustainable revenue growth across a game's lifecycle, using a 2020 case study of one app…
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Transparency and trust in working with a publisherLolita Suleimanova22m
Clear rules on contracts and process matter most for trust: define prototype: levels SDKs visual quality so payment triggers are unambiguous, require evidence…
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Uncovering the Hyper Casual MarketAndre Santos36m
Small studio workflow: three-person teams crank out quick prototypes, run publisher-led CTR then CPI then retention tests, and iterate until metrics land…
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Balancing Collectability vs Playability in Crypto GamesAndreas Hauser29m
Andreas Hauser Reality Gaming Group Game Designer At team World's Apart we're very focused on creating highly valuable collectors for early supporters, but…
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Time to Calculate: How We Do Predictive Analytics at myTrackerArtem Khapkyn50m
Describes how myTracker builds predictive analytics for games: discusses the forecasting pipeline, the specific challenges encountered (data and modeling…
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Analytics of Hyper-Casual GamesEvgeniy Matveev22m
Examines whether analytics are necessary for hyper-casual games, when to stop working on one hyper-casual title and move to the next, and how to analyze…
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Optimizing Marketing Spend with Auto-Bidding AlgorithmsSergey Sukach44m
An overview of marketing purchase optimization using automatic bidding algorithms, covering types of marketing networks and how they operate, marketing…
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How to Respond to User Complaints So Your Lawyer Is HappyAlyna Davletshyna24m
Covers practical guidance for handling user complaints about in-app purchases by children, unauthorized charges, account bans, and in-game fraud. Describes how…
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Legal Cheat Sheet for DevelopersLiubov Voitsekhovskaia01h 02m
Covers basic legal guidance for game developers: when and why to use NDAs; choosing a business form for a developer (sole proprietor vs LLC); key contract…
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Mobile Game genres are dead. Long live the new genres!Kalle Heikkinen41m
Argument that app-store labels fail and a new system is needed; GameRefinery builds a three-layer taxonomy (4 categories, genres, 52 subgenres) by manually…
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The Elements, Language, and Integration of Music Storytelling in GamesIvana Ancic57m
Overview of concrete methods and demoed build: a multiplayer top‑down titled Sun Warriors uses vertical remixing with additive layering and three intensity…
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How to (and How Not to) Write and Make Interactive Story Games — Insights and JokesMyla Myshchenko56m
Presentation discusses writing and building interactive story-driven games, sharing concrete dos and don’ts for narrative and game design. It covers practical…
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Can Sound Sell Your Game?Ruslana Kruchek54m
Examines how game audio can be used as a marketing tool to boost a game's appeal and sales, identifying which kinds of sound choices can cheapen a product and…
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Big Data in Mobile GamesAndre Cohen27m
Explains how connecting player, liveops, platform, UA and market data yields actionable insight rather than hoarding terabytes: a single data lake merges ~180…
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Giving Gamers What They Want With Rapid User TestingJustin Chen29m
Rapid user testing via PickFu uses single-question polls with 50 respondents in ~1 hour at roughly $1 per response, combining instant-runoff ranking with…
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Young and (Too) Free: 5 Legal Challenges to Resolve in EsportsRoman Rodyn55m
Overview of five major legal challenges in esports as the industry grows into a mainstream entertainment segment. Covers issues around regulation, governance…
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Optimizing your pitch for FundingPontus Mähler46m
Global Top Round scouts games nine months a year, reviews ~300 pitches, plays the top 50 and requires a playable build required before selection; top 20 get…
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Animation for cinematic’s video gameZombo Delphine25m
Cinematic animation combines motion capture with targeted hand animation so tiny, specific changes sell character and story: claim is that micro expressions…
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Burnout — How to Prevent and Combat ItMaks Kalyuzhnyy30m
Talk examines burnout in game industry teams working remotely, explaining how remote work and altered daily routines increase stress levels. It covers how to…
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Broadcast: Streaming Made SimpleAleksandr Razuvalov01h 05m
Overview of live streaming (broadcast) for games, focusing on using live video to provide clear, direct communication with a game’s audience rather than flashy…
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R&D in Facial AnimationAndrey Sibiryakov50m
A facial animator from 4A Games describes mistakes made in facial animation on the latest Metro game and how those errors were fixed, focusing on practical…
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Achieving Photorealism in GamesSergey Egorov56m
Covers what ‘next-gen’ and photorealism mean in game visuals, why achieving photorealism is slow and difficult, and common ways it can be broken. Discusses…
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AWS Cloud for Game DevelopersEvgeniy Krasikov43m
Overview of how AWS cloud services support game development: deploying game backends and multiplayer game servers on AWS, scaling and running games globally…
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The Magic of Forms in Character CreationRoman Huro54m
Designing a stylized game character using visual techniques: discusses working with silhouette and shape language, exaggeration, contrast and form plasticity…
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How to Find an Original Animation Style for Your ProjectOleh Malamuzh56m
How to choose the optimal animation style for a game project using an “animation matrix” to compare options, and how to add original techniques and visual…
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Fresh Mind: An Outside Perspective on Producing Video CreativesVyktoryia Hlukhovetskaia, Aleksey Kirichenko53m
Vialex Motion Lab's Creative Director and Art Director explain their methodology for developing video creatives, emphasizing structured brainstorming and when…
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Concepting Tanks for a Racing EventMaksym Bondaryk24m
Design process for creating racing tanks for a game, covering the original idea, distinctive features, gameplay requirements, and production challenges. Focus…
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How to Create a Great Game VideoStepan Dubovoi30m
Overview of different types of game videos (trailers, gameplay, promo, etc.), the production process for making them, and practical tips and lifehacks for…
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Artist AND/OR Manager: Sitting on Two ChairsYartseva Maryia54m
Maria Yartseva, Art Director at G5 Games, examines the transition from artist to manager and how to combine both roles. The talk addresses common fears that…
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Game assets? For when and for what? Questions you should ask yourselfJustyna Leszczyńska38m
Compares two pipelines and gives actionable choices: trailers use high‑poly hero assets baked into unique textures and polished shots (shows a two‑minute…
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UI/UX Methodology: Experience and PracticeSlava Leonov43m
Presentation describes a methodology for organizing UI/UX development processes used at BetterMe that doubled delivery speed without losing quality. It covers…
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Join the Dark Side: Backstage of Character CreationAnna Kolodeiskaia38m
A character artist lead explains the behind-the-scenes pipeline for creating game characters, covering how to build an effective workflow, where to find ideal…
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VFX/Tech Art RoundtableTaras Tereshchenko, Dmitriy Baydachnyy, Bohdan Oleinyk01h 11m
A roundtable discussion on VFX and Technical Art for games featuring lead and senior VFX/technical artists from Playground Games, Vostok Games, Ubisoft, and…
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A Digital Artist’s Career in AAA ProjectsEvgeniy Duranin54m
Overview of how an art department works on AAA game projects, covering the career path for digital artists, relocation issues, hiring processes, and the…
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Sculpting in VR and BlenderDzhama Dzhurabaev01h 08m
An overview of sculpting characters for games and film using 3D tools and virtual reality workflows, with concrete coverage of creating characters in Blender…
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Dynamic Concept Design and PhotogrammetryAleksey Rysyuk54m
Shows a workflow for creating video concept art entirely in 3D using photogrammetry. Covers practical, simple explanations of photogrammetry and how to produce…
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Creating Decimated with Houdini and Unreal EnginePiero Fioretti55m
Builds a procedural city generator in Houdini that produces roads, sidewalks, scattered props, streetlights and blocky buildings, then readies the result for…
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Design Research for Animation ProductionTory Polska01h 01m
Using a small demo, the talk explains design-research methods for environment design in animation production, covering how to collect and process reference and…
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What Do Triple-A Companies Look for When They Give Feedback on Your Work?Anna Behanskaia58m
Presentation explains what major (title) game companies look for when giving feedback on submitted art for their projects, focusing on criteria used to…
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Fireside chatRoman Papsuev, Aleksandr Khrutskiy54m
A single viral image of Ilya Muromets becomes the seed for a project that over five years grows into a full Slavic-folk game setting with characters, fans and…
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