Konsoll 2017
as the organisers put it
In 2017 Konsoll took place at Grieghallen from the 5th to 6th of October. Speakers include Jo-Remi Madsen, Jane Ng, Joel Bylos, Claire Blackshaw, Jake Elliot, Ryan Duffin, Molly Maloney, Gordon Walton, Martin Mathiesen Kvale, Tim Garbos, Colm Larkin, Martin Fasterholdt, Lee Petty, and Justin Bailey. A special thank you goes to AnnleisFilm for filming and editing the talks.
who it's for
game developers, indie studio leads, narrative designers, technical artists, producers, qa engineers, community managers
topics
Unreal Engine with Steam Early Access; integrated mod tool pipelines; server scaling and stability fixes; premultiplied alpha shader fixes; UV-scrolled pre-baked animations; procedural text and grammar tools; branching dialogue and state design; animation taxonomy for reuse; Game Feel responsiveness targets; fake-physics authoring techniques; crowdfunding and Steam Direct impact; launch metrics and monetization bundles
| title | author | length |
|---|---|---|
| The Eye of the Sandstorm | Joel Bylos | 01h 01m |
Funcom builds Conan Exiles in Unreal Engine and launches it via Steam Early Access with integrated mod tools and staggered console ports, selling 480,000… | ||
| Critical Path Coding | Claire Blackshaw | 01h 00m |
Argues for solving the immediate blocker rather than redesigning everything: implements a premultiplied alpha shader in an afternoon to fix transparency; uses… | ||
| Playful Text | Jake Elliot | 51m |
A practical tour of playful text grounded in Kentucky Route Zero: procedurally generated tiki drink and takeout menus built from template grammars plus tagged… | ||
| 10 Years Of Losing Hope | Jo Remi Madsen | 50m |
A team spends 10 years iterating Owlboy, keeps it secret, then flips from passive hope to a concrete goal in 2016 and ships the game — released November 1… | ||
| Making Firewatch: Decisions along the way | Jane Ng | 01h 03m |
Lead artist-led studio Campo Santo funds development with Panic, uses Unity, signs a six-month Sony console exclusivity, and times a February 2016 launch to… | ||
| Reduce, Reuse, Recycle | Ryan Duffin | 55m |
Argument that reusing and extending existing animation systems ships more content faster and with less risk, backed by concrete studio work: a taxonomy… | ||
| Out on a Limb: Practical Approaches to Branching Story | Molly Maloney | 59m |
Practical checklist for dialogue-driven branching from Telltale veteran: design choices as immediate actions with clear feeder lines, group options in threes… | ||
| Adapting to the challenges of an ever-changing gaming landscape | Gordon Walton | 01h 00m |
Forty years in the industry yields hard numbers: 35 games made and managed close to 200 projects, now building the independently funded MMO Crowfall and… | ||
| Expecting the Unexpected | Martin Mathiesen Kvale, Tim Garbos | 36m |
A grab bag of concrete surprises: several small prototypes (It Ain’t Over Till the Fat Lady Sings, Broken Breakout, What the Golf, Keyboard Sports) pivot… | ||
| Subtleties of INSIDE | Martin Fasterholdt | 01h 00m |
Close looks at INSIDE reveal concrete systems: breath as additive poses driven by audio so inhale/exhale sync with actions; one-button hold-to-grab mapping… | ||
| State Of The Industry | Justin Bailey, Gordon Walton, Ryan Duffin | 49m |
Panel lays out concrete shifts: publishers cut output from 60 titles in 2008 to 8 in 2016, crowdfunding platforms (notably crowdfunding via Fig) let audiences… | ||
| Share Your Games | Colm Larkin | 45m |
Shared the game as a playable prototype from day one and a public devlog on TIGSource and Twitter, then sells preorders through a Humble widget and reaches 100… | ||
| nothing matches | ||