Games Gathering 2023 Kyiv
2023-08-03..2023-08-06
-- 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]
who it's for
game developers, producers, qa engineers, technical artists, gameplay programmers, studio leads, ux researchers, indie developers
topics
Global Game Jam practices; player playtesting methods; workplace burnout recovery; profiling with Unity and Intel VTune; GPU debugging with RenderDoc and PIX; historical character stylization; Unity project architecture; rapid mobile game MVP pipeline; generative asset production and automation; AAA co-development workflows; QA processes and certification; C++ ranges for Unreal
| title | author | length |
|---|---|---|
| Why Game Jams? | Charly Harbord | 55m |
Global Game Jam runs short 48-hour windows inside a six-day event and in 2023 records 40,000 participants at 800 sites in 108 countries producing 7,600 games… | ||
| "Is this fun?": Practical tactics to integrate player insight throughout development | Steve Bromley | 52m |
Argues that testing must be specific and early: define target players, write hypotheses for each risky decision, and sync tests to pre-production vertical… | ||
| Da Roof Is on Fire: A Burnout Story | Zariana Nikolaieva | 01h 12m |
A technical compliance team lead from Evolution examines workplace burnout in game development, identifying the small, cumulative factors that lead to… | ||
| Optimization: a broad intro | Rytis Pranckūnas | 21m |
High-level roadmap to find and fix real bottlenecks: use profilers like Unity profiler and Intel VTune plus GPU tools (RenderDoc, PIX) to measure actual… | ||
| Bringing Historical Characters to Life | Mykola Filon | 27m |
Nikola Filon, Lead 3D Character Artist at Legou Games, explains how 2D concept sketches are turned into believable animated game characters using the example… | ||
| Architecture of Your First Unity Project | Ihor Zhurakovskyi | 51m |
Covers architectural patterns and design approaches for building a fully modular Unity project from scratch, aimed at junior developers who know basic Unity… | ||
| Fast MVP Workshop: How to Build a Mobile Game Development Conveyor | Yevhenii Ratushnyi | 54m |
A Lead Unity developer explains how to build a high-efficiency pipeline for quickly delivering quality mobile game MVPs, covering concrete practices for… | ||
| Future Strategies for Project Management of Generative Production in Gamedev | Maksim Bezugliy, Nataliia Renska | 56m |
The talk examines how generative production (AI-assisted content generation) changes project management in game development, focusing on impacts to estimation… | ||
| How to Be a Co-Development Team in AAA | Olena Berezan | 27m |
Explains how Ubisoft organizes co-development across many studios for AAA projects, covering communication channels, how tasks and responsibilities are divided… | ||
| Why It's Worth Arguing for an Hour About Naming in Code Review | Dmitro Shpetniy | 36m |
Uses a real-world code review example to show how naming choices reveal development approach and where to draw the line between abstraction and concreteness… | ||
| QA in GameDev: How to Build Processes, Hire the Right People and Successfully Ship Projects | Oleksii Rohalskyi | 01h 04m |
A QA team lead from a young game development outsourcing studio describes building QA processes from scratch after joining an existing tester team. Covers… | ||
| Unreal Ranges: A C++ Ranges Library for Unreal | Volodymyr Semeniakin | 56m |
An overview of Unreal Ranges, a small C++ ranges library the author built during work at Fractured Byte. It explains examples of using the library and some… | ||
| nothing matches | ||