Games Gathering Odessa 2019
2019-08-05
Odessa, Ukraine
who it's for
indie developers, game designers, producers, studio founders, monetization designers, live ops managers, engineering leads
topics
Unity migration to retail; custom engine porting; crowdfunding and Greenlight; branching narrative tools; Spine 2D animation; feature library for monetization; ARPU decomposition and metrics; piggy bank mechanics; subscription offers in F2P; Amazon Lumberyard development; SAFe release train cadence; loot box math and balancing
| title | author | length |
|---|---|---|
| The ATOM RPG Project: The Long Road to Release | Ivan Semenov, Konstantyn Dopyra | 44m |
A CG artist and a programmer from ATOM TEAM describe developing the game ATOM RPG over 11 years on a minimal budget. They cover the project's long production… | ||
| Process Evolution: From The X-Files to RnD | Alyna Brazdeikene | 46m |
A postmortem-style talk recounts the two-year development of The X-Files: Deep State, covering the pitch, narrative and storytelling, working with the licensed… | ||
| Interesting Non-Player Characters | Alla Dovhaliuk | 22m |
A narrative designer with experience at Belka Games explains how to design non-player characters (NPCs) that players come to love as much as the main hero. The… | ||
| From Indie Solo Dev to a $1 Million Game | Artem Shpytiak | 34m |
Artem Shpityak recounts founding MoonMana and the studio’s growth from a one-person indie project into a company that self-funded a game with a budget… | ||
| The Game Designer's Toolkit: What It Should Be | Oleh Medved | 18m |
A Plarium Live Ops manager explains how game designers should build and use a toolkit of gameplay features to raise ARPU (average revenue per user). The talk… | ||
| Empowerment — Unlock Your Team's Full Potential | Fylypp Dziuba | 27m |
Talk explains how to increase team empowerment in game development by reducing top-down controls and excessive processes. It discusses balancing freedom and… | ||
| Loot Boxes: Theory and Practice | Sergey Sirobabin | 36m |
Overview of loot box mechanics and how they are used in games, with concrete advice for designing and implementing them. Covers practical examples and… | ||
| nothing matches | ||