Games Gathering 2025 Kyiv
2025-11-27..2025-11-30
-- 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
3D artists, concept artists, technical artists, art directors, producers, indie game developers
topics
Unreal Niagara VFX techniques; vertex animation texture; Material Parameter Collection palettes; AI-assisted texture and prop generation; Instant LOD creation; Perforce and Git asset versioning; Photoshop plugin chaining with CtrlNet and LoRA; procedural nodal workflows (Houdini); one-texture mobile material workflow; vertex-baked lighting and Bakery
| title | author | length |
|---|---|---|
| From local aesthetics to global space: visual design for the Western market | Tetiana Bulba | 48m |
An artist from Titmouse (background painter/layout) explains how Ukrainian visual design and portfolios should be adapted for Western game markets. The talk… | ||
| From Artist to Producer — The Strategic Path to Impact | Kateryna Kryshchenko | 49m |
An artist-shift-to-producer playbook that claims creative training yields measurable production wins: spotting a design delay on Trello, initiating a quick… | ||
| Inclusive and optimized VFX in Unreal Engine: production solutions from South of Midnight | Petro Kosariekov | 55m |
Shows how Compulsion Games built modern VFX for South of Midnight that are visually distinctive, run reliably on consoles, and remain accessible to players… | ||
| The future of the 3D Environment Artist in the AI era: how the role is changing and what to do now | Yuliia Yermolaieva | 45m |
This talk examines how AI is reshaping the 3D Environment Artist role, showing that modeling and texturing alone are no longer enough and that studios now… | ||
| Presentation of the new Wacom tablet | Andrii Roshcha | 24m |
Presentation of Wacom’s new tablet focused on concept art workflows; the session covers the tablet’s features and how it integrates into a concept artist’s… | ||
| Not like everyone else: a survival recipe for an indie game | Alla Murkit | 18m |
Uses open-source and low-cost assets (materials, props, animations, VFX, and code) to speed up indie game development while explaining how to adapt and… | ||
| What Will People Think of Me If I Use Artificial Intelligence? | Khelen Ilnytska | 53m |
A concept artist examines fears in art communities about using AI, arguing these anxieties resemble superstitions and noting people rarely judge or remember… | ||
| The AI Transformation Journey: From Idea to Integration | Anna Kolodiiska, Dmitro Kabitskiy | 55m |
Anna Kolodijska (AI Creative Director) and Dmytro Kabytskyi (AI Art Developer) describe how to move from an AI idea to full integration in game development… | ||
| Anatomy of the Creative Process | Beata Kurkul | 54m |
An art director from GrandMa Studios explains how to balance rational thinking and emotion in the creative workflow, and how to reconcile the roles of artist… | ||
| How a Concept Artist Can Stop Fearing AI and Build Their Own Game World | Serhii Yurko | 49m |
A senior concept artist explains how to stop fearing AI and use tools like ChatGPT, Gemini and Stable Diffusion to augment skills, speed up idea realization… | ||
| Panel: Tool or Threat — Artists in the Arena with AI | Beata Kurkul, Khelen Ilnytska, Serhii Yurko, Serhii Yehorov | 01h 00m |
Panel discusses how AI tools are entering artists’ workflows in game development, examining concrete effects on production pipelines, required skills and job… | ||
| It All Starts with a Cube | Vasyl Marchuk | 51m |
A 3D artist from Wooden Sword Games describes daily routines balancing paid work on hyper-casual games with personal projects to stay motivated and keep… | ||
| How Not to Rework: How We Streamlined Art Production at Mech Arena | Kateryna Karmazina | 46m |
Mech Arena art production workflows: how the Plarium art manager reorganized content creation to save team time and reduce rework by improving process… | ||
| 5 Secrets of Academic Sculpture for the 3D Artist | Oleksandr Maksymchuk | 50m |
Five core principles of classical sculpture explained for 3D character artists, showing how traditional sculptors thought and how applying those principles can… | ||
| Character Design as Part of the World They Live In | Yanina Semeniuk | 55m |
This talk presents artistic techniques and development pipelines for designing characters that reflect and reinforce their game world. It covers methods to… | ||
| How to Make High-Quality 3D Characters Despite Mobile Constraints — The RAID: Shadow Legends Case | Oleh Bozhko | 49m |
Practical techniques for creating bright, detailed 3D characters for mobile games under strict hardware limits, using RAID: Shadow Legends as the case study… | ||
| AAA Mobile Graphics for 2 Hryvnias | Vladyslav Hordiichuk | 44m |
Techniques for achieving AAA-quality realistic graphics on mobile devices within tight technical limits, focusing on trade-offs when creating optimized… | ||
| nothing matches | ||