Games Gathering Bratislava 2022
2022-10-18..2022-10-21
Bratislava, Slovakia
[Games Gathering Bratislava 2022, Games Gathering Bratislava 2023]
| title | author | length |
|---|---|---|
| "Talk to the Gun" or How to Craft Protagonist | Ranko Trifkovic | 52m |
Shows a concrete workflow: define the protagonist’s role as driver or passenger, hard-code goals into objectives, then surface motivation and ethos so player… | ||
| Google Ads Checklist: everything you need before launching your game | Volha Maksimuk | 46m |
A practical pre-launch checklist: define CPI/CPA targets and realistic daily budgets (allow for 100 installs or 20 in‑app events per day), instrument Firebase… | ||
| The principle from the general to the particular - or how to work less and do more | Ilya Kalmikov | 37m |
Claim: starting with silhouette and blocking saves time because the visual system resolves images in cascaded stages so the brain decides most impressions… | ||
| Post-apocalypse, mutant animals, and garbage zombies… Sounds fun! | Ruslana Kruchek | 33m |
An indie agency composes the soundtrack for Trash is fun, a cooperative eco-game made pro bono for Ukrainian teens from Sumy; work includes a main theme plus… | ||
| Legal aspects of using images of real people and historical figures in computer games | Liubov Voitsekhovska | 47m |
Covers concrete legal risks and fixes: courts treat name, portrait, voice, gestures, signatures and even look‑alikes as protectable; examples include Manuel… | ||
| Engines of Creation: Informative Vs Instructional Sound | Rob Carr | 51m |
Distills when sound must instruct versus merely inform, with concrete studio practices and hard limits. Uses a three-mic footstep rig (salted pallet, buckled… | ||
| How Rick Astley saved the sound in Way of The Hunter | Jan Kadanec | 49m |
Outsourced audio team builds an adaptive ambient system using FMOD middleware that divides space into concentric rings then into four tracking squares — the… | ||
| Be rational. Stop paying Apple & Google 30% of your revenue | Cvetan Rusimov | 47m |
Company paid over 3 million USD in Apple/Google fees in 2021 and builds a legal workaround: a webshop with player ID plus Apple Pay/Google Pay or a Dutch PSP… | ||
| AImages - how neural networks will affect the production of games | Vitalii Ishchenko | 57m |
Demoing MidJourney and Stable Diffusion shows neural image tools produce usable architecture, textures and quick inspiration but rarely production-ready… | ||
| Kids’ Apps, Don’t Do It! | Tanka Gnidenko | 28m |
Bini Games runs two brands and two dozen kids apps with 18 million MAU and reports that building for kids means heavy legal and technical constraints… | ||
| Tales of War and Peace | Yaraslau Kot | 29m |
Project starts as an Android client–server map for live‑action milsim and LARP to coordinate 200 people using PHP/MySQL and an interactive Flashpoint-like map… | ||
| How to stay sane and do your Business Development, when it feels the world is falling apart | Katerina Burbela | 22m |
Business development manager with 6 years in games and at remote control productions (15 indie studios) lays out practical habits that actually work: short… | ||
| War in Ukraine for the Games Industry: Employers, Employees, Salaries And More | Anna Klymovych | 31m |
Survey of 750+ Ukrainian game developers (761 respondents) and InGame Job vacancy data shows 85% of companies remain operational, 29% of teams relocate abroad… | ||
| "Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third. | Tibor Repta | 49m |
Team ships two games, learns to pitch the third with a playable vertical slice and investor-ready budget; an animated mock-up wins meetings but a playable… | ||
| How to not leave money on the table: The F2P monetization checklist | Vladimir Eperjesi | 30m |
Compares title KPIs to benchmarks from DataAI or Sensor Tower, then applies quick fixes: adds a lucky wheel with ticket currency (event plus new purchasable… | ||
| The postmortem of Chernobylite | Wojciech Pazdur | 31m |
Recreates the Chernobyl Zone with a photogrammetry pipeline and PBR assets, funds development via Kickstarter ~$200k and Early Access, and sells roughly… | ||
| Ukraine War Stories - developing a game about the war around us | Oleksandr Sienin | 56m |
Starni Games builds a free visual‑novel anthology, Ukraine War Stories, that combines verified eyewitness accounts into dramatized episodes, uses photo‑based… | ||
| Creating an attractive pitch for your game | Nikita Krasikov | 28m |
Advice centers on concrete rules and deliverables: use four seconds per slide as the attention budget, arrange content by the Gutenberg rule and validate focus… | ||
| How customer support can boost your game performance | Danylo Poliakov | 21m |
SUITSME is a fashion mobile game with ~2M lifetime installs and ~50k daily players; support starts as a copywriter task but becomes full-time before big scale… | ||
| Unreal engine At the intersection of games and movies. On fire! | Artem Kupriianenko, Dmitriy Kisly | 50m |
Company builds three full CG arenas—Okinawa village, Hollywood Hills and a futuristic 100,000-seat arena—and integrates them with live green-screen footage… | ||
| How to create a video game from a comic book | Zeno Colangelo | 46m |
Small three-person studio turns a single comic page into a playable prologue that is already free on Steam and itch io, aiming for a 2023 release; art pipeline… | ||
| Dont Die the Indie Death | Robert Bäckström | 46m |
Survival focuses on the team not the single game: invest in hiring and retaining core skills instead of outsourcing, use work‑for‑hire to keep payroll, and… | ||
| Mobile Ads Monetization: Stop Shooting Yourself in the Foot | Oleg Shlyamovych | 45m |
Company runs 250 apps with ~900M downloads and built an in-house mediation that outperforms single-network setups; programmatic mediation (Clever Ads Solutions… | ||
| How Creator Values Affect Game Culturalization | Kate Edwards | 54m |
Argument that company values determine what content gets changed or kept, with concrete tactics and outcomes: using domain tailoring for maps, shipping… | ||
| How to create a high-performing app store listing for your mobile game | Elena Wibmer | 22m |
App Radar shows a repeatable framework: do market research, build a prioritized 15-keyword backlog focusing on relevant low‑competition terms, and push those… | ||
| Figurine Art: A Twofold Success | Jean-Baptiste Henry | 20m |
A hypercasual figurine assembly game starts with a 55¢ CPI and 18% day one retention then doubles down on personalization by adding painting plus positioning… | ||
| Blood, Sweat and Hololens | Andrei Cravtov | 22m |
Hands‑on report from working with Hololens 2: builds use Unity + MRTK, Visual Studio, GitLab CI with a Rust build node and App Center distribution; the device… | ||
| Populating Space | Martin Vierne | 55m |
Turns blockouts into playable, believable rooms by answering four concrete questions: purpose, gameplay, point, and how much can be altered, then working in… | ||
| Global Perspectives: Trends, Insights and War Stories | John Goodale | 43m |
John Goodale
Principal | Venture Tech Partners
John is a 27-year games industry veteran and has spent most of his career helping western companies expand to… | ||
| European Co production market for video games | Thierry Baujard | 26m |
Spilefabrique UG runs a practical European co-production market that started in 2017 and now involves 15 countries; the platform registers ~100 studios… | ||
| How we maintained the quality of the gaming support during the war | Anastasiia Kovalenko | 21m |
Ukrainian studio maintains support during war by building its own portal, migrating players fast and raising revenue, with 88% player transfer proving… | ||
| Designing the Next Generation of F2P Game Economies | Martin Gajarsky | 46m |
Train Station 2 achieves over 35 million registrations and over $45M lifetime revenue with one third from rewarded videos by using tiered progression (region… | ||
| Collaborative Game Design for Social Benefit | Charly Harbord | 34m |
Global Game Jam claims 33,000 participants in 681 locations across 100+ countries producing 5,858 games, with Unity common and some Unreal use; jams run a… | ||
| Cloud services for gaming | Leszek Krupiński | 55m |
Research lab experiments use Kubernetes + containers and game-focused tooling like Agones and GameLift; container images hit 15–20 GB image limits and Docker… | ||
| Project Management Workflows | Kristián Lipták | 48m |
Practical production playbook: uses Notion instead of Jira/Confluence for a single tasks+docs database with personal Kanban boards and a docs playground inbox… | ||
| How to take over a new team as a lead | Filip Polášek | 42m |
Senior producer from Pixel Federation transfers into a failing project six months ago after leading Diggy's Adventure (>100M € lifetime netto) and applies a… | ||
| Making Night City Look Great Without Limiting Artists | Karol Kowalczyk | 41m |
Custom multi-layer texturing for Red Engine lets artists paint low-res masks and drive tileable PBR materials from Substance Painter without baking into huge… | ||
| Surviving the Indie bootstrap path | Lior Hadashian | 44m |
Five years of full-time indie development builds Warriors: Rise to Glory with a turn‑based gladiator single‑player and later six‑player multiplayer, launched… | ||
| Five reasons why your game is not in the TOP of search in the store | Olena Vedmedenko | 53m |
Five concrete failures that keep a game out of store search: no keyword cloud so the app isn’t indexed for important queries; weak ASO text + visuals so… | ||
| Make app as flexible as possible, to navigate users directly to the main dish, using remote configs | Oles Dibrivniy | 38m |
Shows how using Firebase Remote Configs plus Unity Addressables turns UI, onboarding and game order into server-driven experiments; A/B tests change a single… | ||
| Introduction of the Interactive Cinematics in 'Cyberpunk 2077' | Filip Pierściński | 48m |
CD Projekt RED reworks its pipeline for Cyberpunk 2077 on REDengine 4 with a Writer - Quest Designer - Cinematic Designer flow and a unified scene editor… | ||
| How implement release management efficiently in development cycle with modern solutions? | Stacey Yamkova | 27m |
AGS is a Las Vegas studio founded in 2013 with more than 600 professionals and about 130 live games; release process centers on SDLC stages — planning… | ||
| The alchemy of player motivation | Marek Zilavy | 51m |
Argues that designers must optimize for measurable motivation not vague “fun,” using a cycle of three workshops at Ten Square Games: identify the whys, assess… | ||
| Cities in games. How to create believable urban environment | Ania Bulavina | 59m |
Main claim: a playable city is a system of rules and readable spaces not just buildings. Urban design starts in preproduction with heavy research, simple cube… | ||
| Nintendo Switch - Introduction for publishers & Developers | Mao Sugiyama | 43m |
Nintendo Switch is a hybrid console launched in March 2017 that sells as a docked 1080p/60fps or handheld 1280x720 device and now totals 111 million units… | ||
| Creative process in distributed teams | Bohdan Repekh | 16m |
Remote work and wartime conditions fragment shared context and create repeated chaotic rework across large game teams, especially on long-running projects like… | ||
| Leverage Firebase to Optimize Your App’s Monetization Strategy | Karina Kononovic | 29m |
Step through concrete recipes: log custom events and merge Google Analytics with AdMob to measure impressions, clicks, revenue and retention, use Firebase… | ||
| Audience-Driven Entertainment as the Next Frontier in Gaming | Christopher Hamilton | 26m |
Genvid builds cloud-powered massively interactive live events that stream Unity instances so viewers join without downloads; Rival Peak runs on 13 Unity… | ||
| Fireside Chat with Jakub Dvorský | Jakub Dvorský, Elena Lobova | 01h 05m |
Amanita Design narrative: started as a one‑person studio and grows into 27 people across four teams, self‑publishing hand‑crafted adventures like Machinarium… | ||
| Let's Launch | Lance James | 46m |
Has launched 40+ titles across PC, consoles, mobile and VR since 2008 and recommends concrete launch rules: add 3–6 months padding to schedules, treat Early… | ||
| The Tragic Story of Comedy in Video Games | Baudelaire Welch | 59m |
Argues that long-form comedy games fail when gags become persistent systems and advises specific remedies: write a general event plus a rare variant (example… | ||
| Co-Development: From the other side | Miloš Jeřábek | 44m |
Claims that build and protect trust is the single most important resource, backed by real fixes: removing management and letting two developers talk face to… | ||
| Everon Revisited: Rebooting the World of Arma Reforger | Ivan Buchta | 59m |
Recreates Everon on the new Infusion engine as a playable 13x13 km island with terrain resampled from ~50 m cells to 2 m per cell, adds streams, a central lake… | ||
| Control Rig - how to improve character's deformation | Krzysiek Jedrzejek | 44m |
Pipeline shows concrete rigs and math that shipped to a game engine and worked in production for Cyberpunk—extra joints and simple constraints reproduce muscle… | ||
| nothing matches | ||