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Konsoll 2016

In 2016 Konsoll took place at Ole Bull Huset from the 20th to 21st of October. Speakers include Lee Petty, Emmy Jonassen, Luke Dicken, Linn Søvig and Greg Rice, Mike Lewis, Martin Mathiesen Kvale, Dan Cox, Claire Blackshaw, Anna Kipnis, Mike Jungbluth, Matt Conn, Richard Vreeland (Disasterpeace) and Peter Curry, James Portnow, and Tim Schafer. A special thank you goes to AnnleisFilm for filming and editing the talks.

titleauthorlength
WelcomeLinn Søvig11m
Conference opens on the sixth anniversary with logistical notes, a short technical hiccup on the stream and a heartfelt tribute to Jory Prum anchored by a…
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Konsoll 2016: Lee Petty & Tim SchaferLee Petty, Tim Schafer26m
Starts with a homemade graphic-adventure resume on an Atari 800 to get hired at Lucasfilm Games, then spends a decade making original IP (Monkey Island, Full…
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Mini Metro : The Underpinnings of a Musical SubwayDisasterpeace, Peter Curry51m
Design documents and prototypes show a procedurally driven soundtrack that maps game objects to musical language: lines get a pitch and rhythm, stations supply…
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Nordisk Film GamesMikkel Weider10m
Nordisk Film Games launches as an investment unit inside Nordisk Film Egmont targeting Nordic studios ready to scale, not pre-seed teams. It makes minority…
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Why Games Are Positioned to Revolutionize Programming LanguagesMike Lewis54m
Argues that games drive language innovation and shows a working prototype called Epoch language that compiles to native Windows x64 executables, binds to BGFX…
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Getting your game releasedGreg Rice, Linn Søvig01h 01m
Linn Søvig sits down with Greg Rice, VP of Business development at Double Fine Productions, to talk about how he got where he is and the process of getting…
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From 0-60: Supercharging your JuniorsDan Cox59m
Claims hiring juniors cut costs but cost time up front and need oversight, with common failures like bad naming, poor backups and weak production habits…
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Punching Above Your WeightClaire Blackshaw56m
Practical steps to outcompete similarly sized teams: pick one risk to own, lock a visual target early (the uploader cites a mobile title shipped from a single…
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#GAMESGOGLOBALAnette Staloy15m
Dirtybit describes being part of the pilot program #gamesgoglobal where 8 companies sign NDAs, trade concrete advice on analytics and PR, and share launch…
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From 0 to 300x: Lessons Learned From a Small Team TurnaroundLuke Dicken47m
A tiny charity with $1.6k revenue becomes a six‑figure organization by focusing on product (making IGDA Scholars and a Grants program core), rebuilding a…
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Looking Beyond Gamers for Your Steam ReleaseEmmy Jonassen25m
Steam releases rise 792% and median sales fall ~34% from 32,000 to 21,000 units, moving average new releases from 1/day in 2012 to 10/day now and 75 in a…
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Dialog Systems in Double Fine GamesAnna Kipnis48m
Overview of how Double Fine actually ships voiced dialogue: a master database of every line keyed by a unique line code, runtime engines (the Buddha engine and…
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Spill-KonnektivEric Holten Haugen13m
Argues for a lightweight national connector that lists who is available and what skills are needed so studios stop outsourcing and start trading people and…
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Anatomy Of A Hit ReactionMike Jungbluth58m
Breaks down the moment of impact into concrete systems and metrics: animation needs at minimum four directions, light and heavy (8 animations) (shooters ~16…
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Pragmatic & Subversive vs Full ImmersionMatt Conn59m
Argues that embedding marginalized lives inside mainstream mechanics wins wider attention: the indie game Read Only Memories pairs cyberpunk art, chiptune…
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Approaching storytelling in games without fearTim Schafer, James Portnow01h 30m
The best game stories push the very boundaries of what we think a game can tell. They use all parts of the medium - not just the written word but the…
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The EndYngvill Hopen, Linn Søvig08m
Konsoll 2016 closes with committee members thanking attendees, celebrating steady growth since the first event in 2012 and handing a bottle of wine from 2012…
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