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Games Gathering Bratislava 2023

producers and production managers, game designers, ux designers, qa leads and test managers, liveops and backend engineers, product managers and marketers

automated LiveOps backend; release management practices; QA outsourcing processes; ux process and prototyping with Figma; player emotional mapping; brand building for game IP; app store optimisation and acquisition; branching narrative systems; material creation with Substance; accessibility and adaptive controllers; cloud native development for small teams; monetisation hypothesis testing

titleauthorlength
Design & Implementation: Automated LiveOps BackendChris Hong31m
Claims an automated LiveOps backend that cut a 15–20 person ops effort to one person, two hours per month for a console title and a similar design for…
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The 7 Habits of Highly Effective Release ManagersStacey Yamkova24m
AGS builds slots and poker titles with ~600 staff and 130 ongoing games, and treats release work as coordinating complex deployments across hardware, cloud…
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QA in GameDev. How to: build outsource processes, hire right people, successfully release projectsOleksii Rohalskyi35m
Shows how Pushka Studios restructures QA for outsourcing: splits teams into 2–3 testers for single‑player, 5–6 for multiplayer, creates per‑project QA spaces…
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The role of UX Designer in the team; how to efficiently built them in the production pipelineYevgen Filchenko01h 03m
Defines UX impact with concrete practices: a checklist of six pillars (explorability, clarity, consistency, efficiency, accessibility, delight), a ten-step…
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Navigating the Emotional Flow of GameplayYelyzaveta Lemeshko33m
A practical method for mapping player emotion across a game: define progression and key moments, predict feelings at each beat, then link narrative, mechanics…
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Brand Stewardship for Budding IPsSteve Stewart54m
Studio builds brand from pre‑production, runs ideas through gates that assess fit to company vision and market viability, and codifies identity in a brand book…
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Media that evolves a gamedev specialist: how, why, and where to transform knowledge into influenceRoman Povzyk55m
Product analyst at Bini Games turned media practitioner says build niche influence with small consistent actions: 20 minutes a day on LinkedIn or blogs, write…
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Production pipeline without cloggingAndrii Kaplia27m
Claims a production pipeline unclogs when planning by Milestones with deliverables and enforcing data integrity: scope, historical capacity and linked…
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Win at the start: increase the search traffic of the game application not only thanks to ASOOlena Vedmedenko53m
Explains concrete results, tools and numbers: uses Keyapp and its free analytics plus Apple Search Ads data to pick keywords, tracks rank, popularity score…
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From Binary to Branching - How Danganronpa’s Linear Storytelling Inspired InescapableJoni Lappalainen46m
A narrative system that profiles the player locally and routes them into one of four long narrative paths (Greed, Suspicion, Lust, Trust) after a 30%…
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Material Creation for GamesSyed Safeer Abbas Rizvi49m
Covers concrete, brick and sidewalk materials with exact practices: gather a key reference, supporting refs and light‑response shots; decide metallic vs…
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Levelling the Playing Field – A Practical Guide to Accessibility in GamingJacob Holden53m
SpecialEffect shows a practical roadmap: about 2.8 billion gamers with ~20% (≈560 million) having disabilities, and concrete fixes that let people play. The…
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Pitching For Life: How to Survive as a Game Founder in an Artsy Jungle of BusinessWalid O. El Cheikh52m
Pitching For Life presents pitching as a daily tool and mindset, backed by a book, workshops and a free template at pitchingforlife.com and by work in 35…
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Peak Season for Gaming: how to navigate Q4Oleh Furdela22m
Q4 drives higher demand and tougher auctions for mobile and web games so prepare budgets and creatives early: start seasonal prep 3–7 to 13 weeks before peaks…
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The art of small steps. How to keep studio running and stay productive in wartimeIryna Chaban35m
Decision to act replaces paralysis and lets a small studio (Universe Music) keep shipping work under missile strikes by adopting concrete measures: portable…
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Dark side of the leadershipFilip Polášek54m
Covers concrete executive costs: running a 300‑person studio doing ~$40M/year, taking a CPO role six months ago and using a formal shake process to diagnose a…
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How do social casinos make money?Kostiantyn Miroshnychenko41m
Explains how social casinos replace true randomness and withdrawals with heavy personalization: a prediction model forecasts spins, coins and spend and drives…
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The Basics of Interactive StorytellingVasili Braga44m
Argues that the Internal Consistency and Narrative Flow problems vanish if the player accepts a degree of coherence responsibility proportional to their…
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Will You Mentor Me? Mentorship in Game Development IndustryElena Lobova37m
Claims mentorship accelerates progress by giving candid feedback, network introductions and market insights; Achievers Hub and GDB Network use mentors to give…
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How can neuroscience help your prototypesGustav Pastucha44m
Pixel Federation runs EEG helmets with Brainamics on a target 40+ “train Nation” sample to catch overlooked conceptual errors early, running seven participants…
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The Healthy Gambling CookbookZariana Nikolaieva01h 01m
Shows how regulated markets force transparency: licensed platforms must log every event, use version-controlled certified RNGs, and submit to audits…
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From Pixels to Personality: 10 Psychological Tips for Making Your Characters Appealing to PlayersMichal Debek56m
Research combines UX lab work, quantitative surveys and mock reviews and tests responses from 113 Polish midcore–hardcore gamers. Key findings: Geralt tops…
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Cloud Native Development Level Up for Smaller TeamsYoyu Li51m
An indie studio demonstrates concrete cloud moves: Google Sheets via service account feeds Unity; GitHub Actions for conversion, format checks and…
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Genre matters: Where is the money in mobile gaming?Martin Macmillan44m
Recommendation: focus on genres that hit 60–180 day break even (uac payback 3–9 months) rather than hyper‑casual velocity or year‑plus puzzle/social casino…
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Reinventing Game Launches: A Framework for SuccessJesse Lempiäinen41m
Framework claims: involve real players from day one to avoid expensive late failures, run small paid market tests and iterate. Uses meta ads to App Store Pages…
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Mobile game soundtracks as fan serviceRuslana Kruchek33m
Case study of an animal‑simulator Ocean World expansion shows a concrete workflow: research competitor soundtracks, avoid mermaid vocals, build an audio legacy…
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How to make an adventure game if you don’t know how to codeIllia Onyschenko48m
Builds a co-op detective adventure with the Twine engine and adapts it for live Zoom play; uses Twine for logic, MidJourney for art (2,500 rerolls to pick 70…
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Working With Voice ActorsMike Bodie41m
Covers concrete hiring and session rules: typical English buyouts run £175–£500 buyout regardless of hours, expect remote auditions and vendors to handle…
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Algorithm of monetization hypotheses testing and gaming projects launchingAlex Plk22m
Procedure for turning an idea into a paying product: analyze competitors’ funnels, break monetization features into rated components and calculate current…
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Guide to partnership ethics = all good practices and deadly traps of working with external partnersBartosz Lewandowski40m
A five‑pillar ethics model called S.M.A.R.T. spells out concrete rules: Symmetry (deadlines are a joint problem — 150,000‑word localization squeezed into 2.5…
Talk
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