Games Gathering 2021
2021-11-30..2021-12-05
-- 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]
who it's for
product managers, live ops managers, monetization managers, indie studio founders, producers, 2D and 3D game artists, ui ux designers
topics
live ops event promotions features; publisher deal preparation and pitching; cross-promotion measurement with Tenjin; ad mediation bidding versus waterfall; NFT tokenomics and layer-2 chains; Unity SDK driven A/B testing; LTV deconstruction and optimization; Unity optimization from PC to iOS; Spine 2D character animation; Blender workflows for 2D artists; real-time interactive fluids with AI; city environment design for games
| title | author | length |
|---|---|---|
| Live ops and their importance for your game | Aleksandar Ivanov | 46m |
Company-run live ops centers on four measurable levers: events promotions content features — Imperial Online runs six major annual events plus monthly… | ||
| Everything You Wanted to Know About Diia City | Oleksandr Borniakov | 26m |
Overview of Ukraine’s new Diia City legal regime for growing the IT industry, explaining its tax conditions and newly introduced instruments such as gig… | ||
| Game Company Pitch for Investors | Artur Davydenko | 43m |
A venture partner from Flyer One Ventures explains how game companies can find investors and create an effective investor pitch. The talk covers what to say… | ||
| Business Optimization | Fylypp Myshchenko | 23m |
Overview of legal and business optimization options for game developers across jurisdictions, covering taxation, initial and long-term costs, company formation… | ||
| Product Manager: To Be or Not to Be | Yvan Klymenko | 25m |
A presentation about the role of a Product Manager in game development, explaining the PM’s responsibilities and how they differ from a Project Manager. It… | ||
| A Deal with a Publisher: Why and How | Anton Ravyn | 29m |
A commercial director from 1C Publishing explains why indie developers might seek a publisher and how to negotiate a modern publishing deal. The talk covers… | ||
| Publishing, Partnerships and Challenges | Vyktoryia Beliaeva | 34m |
Examines publisher–developer relationships in game publishing, focusing on problems caused by imperfect information and uncertain facts that make… | ||
| What Is a Producer Responsible For? | Aleksandr Shtachenko | 01h 01m |
The talk outlines the responsibilities and responsibility boundaries of a game producer, using concrete examples from hiring and running product teams. It… | ||
| Cross-promotion vs Ad Monetisation: Tips and Case Studies | Dmitriy Sigov | 27m |
The talk compares cross-promotion and ad monetization strategies for free-to-play games, explaining which game types and player segments are best served by… | ||
| NFTs in Gaming - Lessons from 2021 and the way forward | Jakub Trancik | 01h 01m |
Blockchain gaming records $10.67B Q3 trading volume and several NFT land and item sales hit seven figures (Citadel of the Sun, nine plots for $1.5M), while… | ||
| Mastering LTV: Deconstruction of TapNation AB test process | Florian Jauffrineau | 47m |
TapNation describes a workflow that runs quick CPI tests on TikTok-first CPI tests aiming for ≤ $0.40, implements experiments via a Unity SDK into an in-house… | ||
| 10 Ad Monetisation Life Hacks | Oleh Shliamovych | 55m |
Provides ten practical tips for ad-based monetization of free-to-play mobile games and apps, focusing on programmatic mediation platforms that create… | ||
| Why games fail: F2P game design & monetization learnings | Michal Minarik | 42m |
Analysis of 100+ mobile F2P titles shows a top-heavy market (top three apps take ~33%, top 20 take ~70%; median game ≈ $400/month), so success requires aiming… | ||
| NFTs — From Hype to Hate! | Andrey Titov | 01h 01m |
Defines what NFTs are and why they became hype, then reviews successful mobile game uses of NFTs and play-to-earn like NBA Top Shot, Axie Infinity, and… | ||
| 3D Generalist and Collaborative Teamwork | Vasiliy Matsuk | 23m |
A 3D generalist from Thundermark explains how his team organizes work for game art: breaking a project into blocks (demonstrated by a simple stepwise… | ||
| Growth Prospects in the UI/UX Niche for a 2D Artist | Aleksandra Hrynevych | 52m |
Overview of career growth opportunities in UI/UX for 2D artists moving into game development, explaining why UI/UX artists are in demand in games. Covers the… | ||
| The Creative Process for Game 'Factories' | Dmitriy Eremenko | 01h 08m |
Explains how to set up an optimal art-team workflow for different types of game projects, using the Time–Resources–Content triangle to balance priorities… | ||
| Skill Set of a Concept Artist | Valeriy Orlov | 58m |
Valeriy Orlov (Senior Concept Artist, Ubisoft) outlines the specific skills and knowledge required for concept artists to enter top creative companies. He… | ||
| Art Contests as a Road to AAA | Anhelyna Cherniak | 58m |
The talk explains how participating in art competitions can help Eastern European illustrators get noticed by major AAA game companies. It discusses using… | ||
| The Visual Language of Beresnev Games | Yuriy Evseev | 44m |
Beresnev Games’ art lead describes how the studio developed a distinctive visual language for its games, detailing the art team’s creative process and… | ||
| Frame-by-Frame VFX Animation | Kyryll Shevchenko | 37m |
Walks through frame-by-frame VFX animation techniques for 2D games, covering sketching effects, building effect cycles and their components, and using… | ||
| From Reality to the Metaverse and Back | Dzhama Dzhurabaev | 01h 06m |
Jama Dzhurabayev (Senior Concept Artist at Lucasfilm and BigMediumSmall co-founder) describes how his team designs visual concepts and assets for the… | ||
| Cities in Games: How to Create a Believable Urban Environment | Ania Bulavyna | 46m |
Covers how to analyze real urban environments and translate them into believable in-game cities, focusing on the components and formation of real urban space… | ||
| Using AI Technology for Real-Time Simulation of Interactive Fluids | Aleksandr Puchka | 36m |
Presentation covers using AI techniques to run real-time interactive fluid simulations for games, including on mobile. It discusses which visual-effects… | ||
| Spine 2D Made Very Simple | Oleh Akymov | 44m |
A practical overview of using Spine 2D for a small game team workflow, showing how an artist, animator and programmer set up and use Spine in a project. The… | ||
| VAT the Hell? How and Why to Animate Characters to Textures | Andrey Danileyko | 41m |
Explains vertex animation textures (VAT) for animating characters: how to generate the required texture resources and use them at runtime to drive character… | ||
| Creating a Game Character Turnkey | Andrey Sidorenko | 43m |
A 3D artist from iLogos Game Studios explains the processes and organization used to create 3D art for the mobile games market, illustrated by a step-by-step… | ||
| Scans in Game Production | Igor Pogrebelnyy, Sergey Rudavin | 56m |
The talk explains how photogrammetry is used in modern game development to reduce time and budget while raising asset quality. It covers using scans for props… | ||
| The Deconstruction Method: Study Your Competitors | Oleh Malamuzh | 54m |
A method for deconstructing competitors’ projects by analyzing each production stage from initial idea through finalization. The talk explains how to study a… | ||
| The Evolution of Township Graphics: An Eight-Year Journey | Konstantyn Telpys | 45m |
A Playrix art director outlines how the mobile game Township’s visuals were updated over eight years, comparing the 2013 release to the current store version… | ||
| What Kind of Art Lead Not to Be | Vyktoryia Tymchenko Yvanyshyna | 54m |
An Art Director with 9 years in games explains common team-management mistakes for art leads and how to avoid them, based on her experience as a 2D Lead Artist… | ||
| Blender for 2D Artists | Andrey Stadnik | 57m |
Demonstrates how 2D artists can use Blender’s 3D tools in their workflows, comparing strengths of 2D and 3D techniques and showing ways to combine them. Covers… | ||
| Hard truths and soft skills: 10 pieces of advice for novice game devs | Krzysztof Zięba | 57m |
Ten concrete pieces: make a checklist of why you work in games, pick tasks that match your real strengths, and raise the floor before you raise the bar by… | ||
| The Story and Outcomes of Titan Chaser | Stas Shostak | 53m |
A talk by indie developer Stas Shostak recounts the development and commercial results of his low-budget game Titan Chaser, made using asset store content; it… | ||
| Desktop-like Games — How Not to Make Them | Andrey Kokhan | 36m |
A postmortem-style talk that analyzes concrete mistakes made while developing several desktop-like games, with detailed breakdowns of errors by the presenter… | ||
| Balancing gameplay of aRPG using player behavioral patterns | Andrzej Stroinski | 53m |
Indie studio harvests event logs from playtests, applies process mining and an extended fuzzy gameplay miner to extract player behavioral patterns, computes… | ||
| Selling a Mobile Indie Game Without Risks | Vyktor Kozlovets | 42m |
How to sell a mobile indie game without taking on risks: overview of sales platforms, methods to value your game, and the legal and practical responsibilities… | ||
| How to Build Your Game Studio from Scratch | Maik Rafyenko | 54m |
Practical guide to building an independent game studio from zero up to a 20+ person headcount. Covers setting realistic business goals, finding funding sources… | ||
| Developer vs Publisher 3, 2, 1, Go! | Aleksandr Senyn, Yhor Tymoshenko | 52m |
Practical guide to finding and working with a game publisher: describes how to negotiate publishing deals, types of publishers and contract pros/cons, and… | ||
| New Arc Line: How to Successfully Realize an Indie Dream | Vladislav Dobrovolskiy, Oleg Golubovskiy, Anna Kunakova | 38m |
A team from Dreamate (creative director, producer and HR director) describe building an indie RPG studio: how to recruit and structure the team, choose a… | ||
| quadline: How to Create a New Mechanic from a Rectangle Without a Single Line of Text or Numbers | Ivan Kovalev | 56m |
A solo indie developer describes the postmortem of quadline, an ultra-minimalist puzzle designed to work on any device (even watches). The talk explains how… | ||
| Lessons learned: Shing! post mortem speech | Michal Azarewich | 36m |
Team releases Shing! on PC, PlayStation, Xbox and later Switch during COVID, self‑publishing worldwide while a Japanese publisher handles Asia; retail boxes… | ||
| Optimizing a Unity Game from PC to iOS in 3 Simple Steps and 17 Complex Ones | Vasiliy Prostelchuk | 44m |
A lead developer from Hologryph explains practical Unity optimization techniques used to port the multiplayer game Secret Neighbor from PC to iOS and five… | ||
| Panel Discussion "Great Ideas and Where They Live" | Valeriy Minenko, Ivan Kovalev, Maksym Khrapai, Yvan Zasiadvovk, Marginal Act | 01h 22m |
A moderated panel with indie developers (representatives from Twigames, Hologryph, teamcoil, and Marginalact) discussing where game ideas come from. The… | ||
| nothing matches | ||