~/conference

Games Gathering Bratislava 2022

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"Talk to the Gun" or How to Craft ProtagonistRanko Trifkovic52m
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…
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Google Ads Checklist: everything you need before launching your gameVolha Maksimuk46m
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…
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The principle from the general to the particular - or how to work less and do moreIlya Kalmikov37m
Claim: starting with silhouette and blocking saves time because the visual system resolves images in cascaded stages so the brain decides most impressions…
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Post-apocalypse, mutant animals, and garbage zombies… Sounds fun!Ruslana Kruchek33m
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…
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Legal aspects of using images of real people and historical figures in computer gamesLiubov Voitsekhovska47m
Covers concrete legal risks and fixes: courts treat name, portrait, voice, gestures, signatures and even look‑alikes as protectable; examples include Manuel…
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Engines of Creation: Informative Vs Instructional SoundRob Carr51m
Distills when sound must instruct versus merely inform, with concrete studio practices and hard limits. Uses a three-mic footstep rig (salted pallet, buckled…
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How Rick Astley saved the sound in Way of The HunterJan Kadanec49m
Outsourced audio team builds an adaptive ambient system using FMOD middleware that divides space into concentric rings then into four tracking squares — the…
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Be rational. Stop paying Apple & Google 30% of your revenueCvetan Rusimov47m
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…
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AImages - how neural networks will affect the production of gamesVitalii Ishchenko57m
Demoing MidJourney and Stable Diffusion shows neural image tools produce usable architecture, textures and quick inspiration but rarely production-ready…
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Kids’ Apps, Don’t Do It!Tanka Gnidenko28m
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…
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Tales of War and PeaceYaraslau Kot29m
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…
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How to stay sane and do your Business Development, when it feels the world is falling apartKaterina Burbela22m
Business development manager with 6 years in games and at remote control productions (15 indie studios) lays out practical habits that actually work: short…
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War in Ukraine for the Games Industry: Employers, Employees, Salaries And MoreAnna Klymovych31m
Survey of 750+ Ukrainian game developers (761 respondents) and InGame Job vacancy data shows 85% of companies remain operational, 29% of teams relocate abroad…
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"Age of Vaporum". What we've learned from the releases of 2 games and pitching process of the third.Tibor Repta49m
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…
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How to not leave money on the table: The F2P monetization checklistVladimir Eperjesi30m
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…
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The postmortem of ChernobyliteWojciech Pazdur31m
Recreates the Chernobyl Zone with a photogrammetry pipeline and PBR assets, funds development via Kickstarter ~$200k and Early Access, and sells roughly…
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Ukraine War Stories - developing a game about the war around usOleksandr Sienin56m
Starni Games builds a free visual‑novel anthology, Ukraine War Stories, that combines verified eyewitness accounts into dramatized episodes, uses photo‑based…
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Creating an attractive pitch for your gameNikita Krasikov28m
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…
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How customer support can boost your game performanceDanylo Poliakov21m
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…
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Unreal engine At the intersection of games and movies. On fire!Artem Kupriianenko, Dmitriy Kisly50m
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…
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How to create a video game from a comic bookZeno Colangelo46m
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…
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Dont Die the Indie DeathRobert Bäckström46m
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…
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Mobile Ads Monetization: Stop Shooting Yourself in the FootOleg Shlyamovych45m
Company runs 250 apps with ~900M downloads and built an in-house mediation that outperforms single-network setups; programmatic mediation (Clever Ads Solutions…
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How Creator Values Affect Game CulturalizationKate Edwards54m
Argument that company values determine what content gets changed or kept, with concrete tactics and outcomes: using domain tailoring for maps, shipping…
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How to create a high-performing app store listing for your mobile gameElena Wibmer22m
App Radar shows a repeatable framework: do market research, build a prioritized 15-keyword backlog focusing on relevant low‑competition terms, and push those…
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Figurine Art: A Twofold SuccessJean-Baptiste Henry20m
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…
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Blood, Sweat and HololensAndrei Cravtov22m
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…
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Populating SpaceMartin Vierne55m
Turns blockouts into playable, believable rooms by answering four concrete questions: purpose, gameplay, point, and how much can be altered, then working in…
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Global Perspectives: Trends, Insights and War StoriesJohn Goodale43m
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…
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European Co production market for video gamesThierry Baujard26m
Spilefabrique UG runs a practical European co-production market that started in 2017 and now involves 15 countries; the platform registers ~100 studios…
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How we maintained the quality of the gaming support during the warAnastasiia Kovalenko21m
Ukrainian studio maintains support during war by building its own portal, migrating players fast and raising revenue, with 88% player transfer proving…
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Designing the Next Generation of F2P Game EconomiesMartin Gajarsky46m
Train Station 2 achieves over 35 million registrations and over $45M lifetime revenue with one third from rewarded videos by using tiered progression (region…
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Collaborative Game Design for Social BenefitCharly Harbord34m
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…
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Cloud services for gamingLeszek Krupiński55m
Research lab experiments use Kubernetes + containers and game-focused tooling like Agones and GameLift; container images hit 15–20 GB image limits and Docker…
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Project Management WorkflowsKristián Lipták48m
Practical production playbook: uses Notion instead of Jira/Confluence for a single tasks+docs database with personal Kanban boards and a docs playground inbox…
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How to take over a new team as a leadFilip Polášek42m
Senior producer from Pixel Federation transfers into a failing project six months ago after leading Diggy's Adventure (>100M € lifetime netto) and applies a…
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Making Night City Look Great Without Limiting ArtistsKarol Kowalczyk41m
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…
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Surviving the Indie bootstrap pathLior Hadashian44m
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…
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Five reasons why your game is not in the TOP of search in the storeOlena Vedmedenko53m
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…
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Make app as flexible as possible, to navigate users directly to the main dish, using remote configsOles Dibrivniy38m
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…
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Introduction of the Interactive Cinematics in 'Cyberpunk 2077'Filip Pierściński48m
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…
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How implement release management efficiently in development cycle with modern solutions?Stacey Yamkova27m
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…
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The alchemy of player motivationMarek Zilavy51m
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…
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Cities in games. How to create believable urban environmentAnia Bulavina59m
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…
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Nintendo Switch - Introduction for publishers & DevelopersMao Sugiyama43m
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…
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Creative process in distributed teamsBohdan Repekh16m
Remote work and wartime conditions fragment shared context and create repeated chaotic rework across large game teams, especially on long-running projects like…
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Leverage Firebase to Optimize Your App’s Monetization StrategyKarina Kononovic29m
Step through concrete recipes: log custom events and merge Google Analytics with AdMob to measure impressions, clicks, revenue and retention, use Firebase…
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Audience-Driven Entertainment as the Next Frontier in GamingChristopher Hamilton26m
Genvid builds cloud-powered massively interactive live events that stream Unity instances so viewers join without downloads; Rival Peak runs on 13 Unity…
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Fireside Chat with Jakub DvorskýJakub Dvorský, Elena Lobova01h 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…
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Let's LaunchLance James46m
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…
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The Tragic Story of Comedy in Video GamesBaudelaire Welch59m
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…
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Co-Development: From the other sideMiloš Jeřábek44m
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…
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Everon Revisited: Rebooting the World of Arma ReforgerIvan Buchta59m
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…
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Control Rig - how to improve character's deformationKrzysiek Jedrzejek44m
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…
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