Konsoll 2016
2016-10-19
Bergen, Norway
Konsoll ·
[Konsoll 2013, Konsoll 2015, Konsoll 2016, Konsoll 2017, Konsoll 2018, Konsoll 2019, Konsoll 2020, Konsoll 2021, Konsoll 2022, Konsoll 2023]
as the organisers put it
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.
| title | author | length |
|---|---|---|
| Welcome | Linn Søvig | 11m |
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… | ||
| Konsoll 2016: Lee Petty & Tim Schafer | Lee Petty, Tim Schafer | 26m |
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… | ||
| Mini Metro : The Underpinnings of a Musical Subway | Disasterpeace, Peter Curry | 51m |
Design documents and prototypes show a procedurally driven soundtrack that maps game objects to musical language: lines get a pitch and rhythm, stations supply… | ||
| Nordisk Film Games | Mikkel Weider | 10m |
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… | ||
| Why Games Are Positioned to Revolutionize Programming Languages | Mike Lewis | 54m |
Argues that games drive language innovation and shows a working prototype called Epoch language that compiles to native Windows x64 executables, binds to BGFX… | ||
| Getting your game released | Greg Rice, Linn Søvig | 01h 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… | ||
| From 0-60: Supercharging your Juniors | Dan Cox | 59m |
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… | ||
| Punching Above Your Weight | Claire Blackshaw | 56m |
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… | ||
| #GAMESGOGLOBAL | Anette Staloy | 15m |
Dirtybit describes being part of the pilot program #gamesgoglobal where 8 companies sign NDAs, trade concrete advice on analytics and PR, and share launch… | ||
| From 0 to 300x: Lessons Learned From a Small Team Turnaround | Luke Dicken | 47m |
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… | ||
| Looking Beyond Gamers for Your Steam Release | Emmy Jonassen | 25m |
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… | ||
| Dialog Systems in Double Fine Games | Anna Kipnis | 48m |
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… | ||
| Spill-Konnektiv | Eric Holten Haugen | 13m |
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… | ||
| Anatomy Of A Hit Reaction | Mike Jungbluth | 58m |
Breaks down the moment of impact into concrete systems and metrics: animation needs at minimum four directions, light and heavy (8 animations) (shooters ~16… | ||
| Pragmatic & Subversive vs Full Immersion | Matt Conn | 59m |
Argues that embedding marginalized lives inside mainstream mechanics wins wider attention: the indie game Read Only Memories pairs cyberpunk art, chiptune… | ||
| Approaching storytelling in games without fear | Tim Schafer, James Portnow | 01h 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… | ||
| The End | Yngvill Hopen, Linn Søvig | 08m |
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… | ||
| nothing matches | ||