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Games Gathering 2024 Kyiv

game designers, level designers, indie game developers, Unity developers, narrative designers, producers and product managers, localization engineers

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

titleauthorlength
A Story about Translating a Story: Localization from Ancient Egyptian to ChineseDaniels Umanovskyi46m
A game designer from Mohawk Games looks at localization through historical examples, tracing how translation practices evolved from ancient Egyptian to…
Talk in Ukrainian on
Midjiwans Game Design PrinciplesFelix af Ekenstam33m
Solo-built mobile turnbased strategy turned multi-platform hit (iOS, Android, Steam, Switch, preinstalled in Teslas) and a seven‑point rulebook: a clear reason…
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Moral Choice in Video Games: Creating Experiences That Make Players ThinkNazar Diachuk58m
Explains how moral choices in video games affect players’ emotional engagement and story interpretation, focusing on mechanics that provoke empathy, cognitive…
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Recipe for a Successful Mobile Game: Why Beginners’ Games Fail and How to Avoid ItKyrylo Demkov46m
A mobile game designer from Cobra Games Studio explains common reasons beginner developers fail and gives concrete advice to avoid those mistakes. The talk…
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Solo Game Dev with Unity: Techniques to optimize your workflow and enhance creativityGuglielmo De Gregori57m
Practical solo workflow: uses Unity plus Aseprite and Blender, keeps code in GitHub, and builds small reusable systems rather than reinventing mechanics. Shows…
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Level Design Dead Ends and How to Escape ThemDmytro Tarabanov01h 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…
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Maximizing Immersion and Fear through Level Design and Level ArtVitalii Hladun41m
Level design and level art techniques for maximizing player immersion and fear by manipulating color, lighting, sound and spatial layout. The talk explains…
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Post Mortem: What Went Wrong in Mech and Weapon Design for Mech Arena and How We Fixed ItPavlo Gladkiy59m
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…
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KINGDOM RUSH: A 14-YEAR JOURNEYGerson Da Silva56m
A thirteen to fourteen year product timeline describes concrete moves: starting as a Flash game that reaches 100 million Flash players, shipping five main…
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Preparing Commercial Proposals for Internal and External ClientsDmytro Kravchenko47m
Covers how to prepare commercial proposals and pitches for new game projects both for internal stakeholders and external clients. Describes what information to…
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Layers of Game ExperienceOleksandr Shpak01h 02m
A Ubisoft senior UX/UI designer outlines five layers of player experience—Functionality, Usability, Aesthetics, Fun, and Meaning—and explains how each team…
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How to Create Vivid Characters for a StoryAnton Firsov50m
Anton Firsov from G-Space Studio (Lead Narrative Designer) explores how to craft vivid, emotionally engaging characters for game stories, addressing issues…
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Why an Extraction Shooter Is a Hidden CasinoMyroslav Yur'iev50m
The talk analyses how Extraction Shooter games (examples given: Hunt: Showdown and Escape From Tarkov) embed gambling-like mechanics by making players risk…
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Rotational Gameplays: How to Do It?Olha Maksina47m
A feature game designer explains how to build and run rotating gameplay features that update each release, covering task definition, scheduling regular…
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How to Care for the Target Audience When Creating a ProjectOleh Malamuzh57m
The talk covers common mistakes game teams make during design and production when they neglect or misunderstand their target audience, and explains which…
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Humor in Games: Why It’s NeededBogdan Dikiy51m
Covers theories of humor and concrete techniques for making players laugh, explaining how to apply humor in both narrative and gameplay. Discusses specific…
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AI-Assisted recommendations in gamedev: lessons from a research projectJakub Marszałkowski50m
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…
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Discussion panel “Social Impact of Games”Gerson Da Silva, Jiri Kupiainen, Oleskiy Maksymeno, Oleksandr Blahodarenko, Valerii, Minenko49m
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…
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