Games Gathering 2020
2020-12-03..2020-12-06
-- online --
[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 |
|---|---|---|
| What to consider before starting a console project on Unreal Engine and Unity | Oleh Fedorenko | 25m |
Practical checklist for starting console development (Xbox, PlayStation, Nintendo Switch) using Unreal Engine or Unity: covers differences in platform… | ||
| How Mobile Edge Computing keeps players coming back | David Shackleton | 22m |
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… | ||
| Tell me about myself: Feedback as a tool for development | Yvanna Pohrebniak | 53m |
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… | ||
| How the 2020 midcore/casual market changes affected game development approaches and processes | Andrey Mikhlin | 25m |
Overview of major events and shifts in the hyper-casual games market during 2020 and how those changes affected development practices. Covers impacts on… | ||
| How to raise your own gamedev studio and survive 15 years and more (incl. 2020) | Hendrik Lesser | 25m |
Company founded in 2005 survives 15+ years including 2020 and now shepherds more than 10 studios across four countries, arguing sustainability over fast flips… | ||
| Publishers in the Age of F2P: Can It Actually Work? | Asi Burak | 45m |
Argues that traditional prelaunch deals fail for mobile F2P and instead pursues progressive publishing: sign live games, run targeted UA and monetization… | ||
| What Publishers Want: Key Insights for Service Providers | Caroline Calaway, Lolita Suleimanova, Olga Ryzhko, MJ Fahmi | 45m |
Publishers hire third-party teams for concrete tasks: QA, localization, age ratings, trailers, porting and platform launches, or full game development for… | ||
| Fireside Chat | Josh Sawyer | 01h 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… | ||
| Marketing strategies during Covid, Business topics within iGaming | Vladymyr Malakchy | 24m |
Presentation outlines how COVID-19 changed player behavior in iGaming and explains how to design and plan marketing and business strategies in response. It… | ||
| Why Game Devs Need Strong Game Publishers | MJ Fahmi | 30m |
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… | ||
| How to get a job as a game designer with no experience. A practical guide | Yhor Kopyov | 41m |
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… | ||
| The Publishing Checklist for Launching a #1 Mobile Game | Rotem Eldor | 29m |
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… | ||
| Sustainable growth strategy. How to increase profit at any project stage | Aleksandr Beletskiy | 59m |
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… | ||
| Transparency and trust in working with a publisher | Lolita Suleimanova | 22m |
Clear rules on contracts and process matter most for trust: define prototype: levels SDKs visual quality so payment triggers are unambiguous, require evidence… | ||
| Uncovering the Hyper Casual Market | Andre Santos | 36m |
Small studio workflow: three-person teams crank out quick prototypes, run publisher-led CTR then CPI then retention tests, and iterate until metrics land… | ||
| Balancing Collectability vs Playability in Crypto Games | Andreas Hauser | 29m |
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… | ||
| Time to Calculate: How We Do Predictive Analytics at myTracker | Artem Khapkyn | 50m |
Describes how myTracker builds predictive analytics for games: discusses the forecasting pipeline, the specific challenges encountered (data and modeling… | ||
| Analytics of Hyper-Casual Games | Evgeniy Matveev | 22m |
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… | ||
| Optimizing Marketing Spend with Auto-Bidding Algorithms | Sergey Sukach | 44m |
An overview of marketing purchase optimization using automatic bidding algorithms, covering types of marketing networks and how they operate, marketing… | ||
| How to Respond to User Complaints So Your Lawyer Is Happy | Alyna Davletshyna | 24m |
Covers practical guidance for handling user complaints about in-app purchases by children, unauthorized charges, account bans, and in-game fraud. Describes how… | ||
| Legal Cheat Sheet for Developers | Liubov Voitsekhovskaia | 01h 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… | ||
| Mobile Game genres are dead. Long live the new genres! | Kalle Heikkinen | 41m |
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… | ||
| The Elements, Language, and Integration of Music Storytelling in Games | Ivana Ancic | 57m |
Overview of concrete methods and demoed build: a multiplayer top‑down titled Sun Warriors uses vertical remixing with additive layering and three intensity… | ||
| How to (and How Not to) Write and Make Interactive Story Games — Insights and Jokes | Myla Myshchenko | 56m |
Presentation discusses writing and building interactive story-driven games, sharing concrete dos and don’ts for narrative and game design. It covers practical… | ||
| Can Sound Sell Your Game? | Ruslana Kruchek | 54m |
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… | ||
| Big Data in Mobile Games | Andre Cohen | 27m |
Explains how connecting player, liveops, platform, UA and market data yields actionable insight rather than hoarding terabytes: a single data lake merges ~180… | ||
| Giving Gamers What They Want With Rapid User Testing | Justin Chen | 29m |
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… | ||
| Young and (Too) Free: 5 Legal Challenges to Resolve in Esports | Roman Rodyn | 55m |
Overview of five major legal challenges in esports as the industry grows into a mainstream entertainment segment. Covers issues around regulation, governance… | ||
| Optimizing your pitch for Funding | Pontus Mähler | 46m |
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… | ||
| Animation for cinematic’s video game | Zombo Delphine | 25m |
Cinematic animation combines motion capture with targeted hand animation so tiny, specific changes sell character and story: claim is that micro expressions… | ||
| Burnout — How to Prevent and Combat It | Maks Kalyuzhnyy | 30m |
Talk examines burnout in game industry teams working remotely, explaining how remote work and altered daily routines increase stress levels. It covers how to… | ||
| Broadcast: Streaming Made Simple | Aleksandr Razuvalov | 01h 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… | ||
| R&D in Facial Animation | Andrey Sibiryakov | 50m |
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… | ||
| Achieving Photorealism in Games | Sergey Egorov | 56m |
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… | ||
| AWS Cloud for Game Developers | Evgeniy Krasikov | 43m |
Overview of how AWS cloud services support game development: deploying game backends and multiplayer game servers on AWS, scaling and running games globally… | ||
| The Magic of Forms in Character Creation | Roman Huro | 54m |
Designing a stylized game character using visual techniques: discusses working with silhouette and shape language, exaggeration, contrast and form plasticity… | ||
| How to Find an Original Animation Style for Your Project | Oleh Malamuzh | 56m |
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… | ||
| Fresh Mind: An Outside Perspective on Producing Video Creatives | Vyktoryia Hlukhovetskaia, Aleksey Kirichenko | 53m |
Vialex Motion Lab's Creative Director and Art Director explain their methodology for developing video creatives, emphasizing structured brainstorming and when… | ||
| Concepting Tanks for a Racing Event | Maksym Bondaryk | 24m |
Design process for creating racing tanks for a game, covering the original idea, distinctive features, gameplay requirements, and production challenges. Focus… | ||
| How to Create a Great Game Video | Stepan Dubovoi | 30m |
Overview of different types of game videos (trailers, gameplay, promo, etc.), the production process for making them, and practical tips and lifehacks for… | ||
| Artist AND/OR Manager: Sitting on Two Chairs | Yartseva Maryia | 54m |
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… | ||
| Game assets? For when and for what? Questions you should ask yourself | Justyna Leszczyńska | 38m |
Compares two pipelines and gives actionable choices: trailers use high‑poly hero assets baked into unique textures and polished shots (shows a two‑minute… | ||
| UI/UX Methodology: Experience and Practice | Slava Leonov | 43m |
Presentation describes a methodology for organizing UI/UX development processes used at BetterMe that doubled delivery speed without losing quality. It covers… | ||
| Join the Dark Side: Backstage of Character Creation | Anna Kolodeiskaia | 38m |
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… | ||
| VFX/Tech Art Roundtable | Taras Tereshchenko, Dmitriy Baydachnyy, Bohdan Oleinyk | 01h 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… | ||
| A Digital Artist’s Career in AAA Projects | Evgeniy Duranin | 54m |
Overview of how an art department works on AAA game projects, covering the career path for digital artists, relocation issues, hiring processes, and the… | ||
| Sculpting in VR and Blender | Dzhama Dzhurabaev | 01h 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… | ||
| Dynamic Concept Design and Photogrammetry | Aleksey Rysyuk | 54m |
Shows a workflow for creating video concept art entirely in 3D using photogrammetry. Covers practical, simple explanations of photogrammetry and how to produce… | ||
| Creating Decimated with Houdini and Unreal Engine | Piero Fioretti | 55m |
Builds a procedural city generator in Houdini that produces roads, sidewalks, scattered props, streetlights and blocky buildings, then readies the result for… | ||
| Design Research for Animation Production | Tory Polska | 01h 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… | ||
| What Do Triple-A Companies Look for When They Give Feedback on Your Work? | Anna Behanskaia | 58m |
Presentation explains what major (title) game companies look for when giving feedback on submitted art for their projects, focusing on criteria used to… | ||
| Fireside chat | Roman Papsuev, Aleksandr Khrutskiy | 54m |
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… | ||
| nothing matches | ||