Games Gathering 2024 Kyiv
2024-12-05..2024-12-08
-- 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 designers, level designers, indie game developers, Unity developers, narrative designers, producers and product managers, localization engineers
topics
localization streaming and memory bloat; Unity atlas Chinese glyph overflow; solo dev workflow with Unity; mobile game growth and ASO; level design for fear and immersion; mech game networking and tickrate limits; player experience layers and heuristics; extraction shooter monetization risks; humor design techniques for games; memorable character silhouette and tics; ai assisted recommendations in gamedev
| title | author | length |
|---|---|---|
| A Story about Translating a Story: Localization from Ancient Egyptian to Chinese | Daniels Umanovskyi | 46m |
A game designer from Mohawk Games looks at localization through historical examples, tracing how translation practices evolved from ancient Egyptian to… | ||
| Midjiwans Game Design Principles | Felix af Ekenstam | 33m |
Solo-built mobile turnbased strategy turned multi-platform hit (iOS, Android, Steam, Switch, preinstalled in Teslas) and a seven‑point rulebook: a clear reason… | ||
| Moral Choice in Video Games: Creating Experiences That Make Players Think | Nazar Diachuk | 58m |
Explains how moral choices in video games affect players’ emotional engagement and story interpretation, focusing on mechanics that provoke empathy, cognitive… | ||
| Recipe for a Successful Mobile Game: Why Beginners’ Games Fail and How to Avoid It | Kyrylo Demkov | 46m |
A mobile game designer from Cobra Games Studio explains common reasons beginner developers fail and gives concrete advice to avoid those mistakes. The talk… | ||
| Solo Game Dev with Unity: Techniques to optimize your workflow and enhance creativity | Guglielmo De Gregori | 57m |
Practical solo workflow: uses Unity plus Aseprite and Blender, keeps code in GitHub, and builds small reusable systems rather than reinventing mechanics. Shows… | ||
| Level Design Dead Ends and How to Escape Them | Dmytro Tarabanov | 01h 02m |
Level designers facing creative block are guided from staring at a blank screen to producing AAA-quality levels. The talk names practical design workflows and… | ||
| Maximizing Immersion and Fear through Level Design and Level Art | Vitalii Hladun | 41m |
Level design and level art techniques for maximizing player immersion and fear by manipulating color, lighting, sound and spatial layout. The talk explains… | ||
| Post Mortem: What Went Wrong in Mech and Weapon Design for Mech Arena and How We Fixed It | Pavlo Gladkiy | 59m |
A game designer from Plarium examines mistakes made in game design and workflows when creating mechs and weapons for the PvP shooter Mech Arena, explaining… | ||
| KINGDOM RUSH: A 14-YEAR JOURNEY | Gerson Da Silva | 56m |
A thirteen to fourteen year product timeline describes concrete moves: starting as a Flash game that reaches 100 million Flash players, shipping five main… | ||
| Preparing Commercial Proposals for Internal and External Clients | Dmytro Kravchenko | 47m |
Covers how to prepare commercial proposals and pitches for new game projects both for internal stakeholders and external clients. Describes what information to… | ||
| Layers of Game Experience | Oleksandr Shpak | 01h 02m |
A Ubisoft senior UX/UI designer outlines five layers of player experience—Functionality, Usability, Aesthetics, Fun, and Meaning—and explains how each team… | ||
| How to Create Vivid Characters for a Story | Anton Firsov | 50m |
Anton Firsov from G-Space Studio (Lead Narrative Designer) explores how to craft vivid, emotionally engaging characters for game stories, addressing issues… | ||
| Why an Extraction Shooter Is a Hidden Casino | Myroslav Yur'iev | 50m |
The talk analyses how Extraction Shooter games (examples given: Hunt: Showdown and Escape From Tarkov) embed gambling-like mechanics by making players risk… | ||
| Rotational Gameplays: How to Do It? | Olha Maksina | 47m |
A feature game designer explains how to build and run rotating gameplay features that update each release, covering task definition, scheduling regular… | ||
| How to Care for the Target Audience When Creating a Project | Oleh Malamuzh | 57m |
The talk covers common mistakes game teams make during design and production when they neglect or misunderstand their target audience, and explains which… | ||
| Humor in Games: Why It’s Needed | Bogdan Dikiy | 51m |
Covers theories of humor and concrete techniques for making players laugh, explaining how to apply humor in both narrative and gameplay. Discusses specific… | ||
| AI-Assisted recommendations in gamedev: lessons from a research project | Jakub Marszałkowski | 50m |
Research project builds a Unity editor that calls a Python REST API and trains on Hard West 2 level data to give element and tag suggestions for designers… | ||
| Discussion panel “Social Impact of Games” | Gerson Da Silva, Jiri Kupiainen, Oleskiy Maksymeno, Oleksandr Blahodarenko, Valerii, Minenko | 49m |
Panel reports concrete projects and lessons: a 2023 title Water 2050 targets water literacy, an audio-first mobile adventure for blind players is developed and… | ||
| nothing matches | ||