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Konsoll 2019

In 2019 Konsoll took place at Grieghallen from the 17th to 18th of October. Speakers include Yngvill Hopen, Angie Smets, Dan Thronström, Andrew Parsons, Stephen Hey, Ron Ashtiani, Satish Shewhorak, Claire Blackshaw, Molly Maloney, Erik Stirpe, Ryan Duffin, Emil Pagliarulo, Scott Warner, Jayvian Hong, Åsa Roos, Mike Anderson, Rex Crowle, Lee Petty, Andreas Suika, Tim Laning, Felicia Prehn, Jen Simpkins, Jaclyn Wilkins, Anette Ståløy, Marianne Lerdahl, and Ole Andreas Haley. A special thank you goes to BSTV for filming, and AnnleisFilm for editing the talks.

game designers, indie studio founders, producers and publishers, ux and product designers, narrative and character designers, user researchers and analytics engineers, ethics and accessibility leads

telemetry-driven onboarding and UX; motion capture preproduction workflows; 2D painted art pipeline in Unity; premium mobile game design strategy; publisher pitching and investment basics; npc design and player stakes; open-world city level design; vr biometric and tracking privacy; inclusive and universal design practices; live-ops growth and localization tactics; playtest labs and telemetry heat maps

titleauthorlength
Independence is a bitch!Yngvill Hopen21m
Runs an indie studio (Henchman & Goon), launched Pode and is mid-build on a new project, and argues that “independence” is a misleading ideal. Claims real…
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Confirming VisionScott Warner55m
Covers concrete user-research wins: telemetry shows jetpacks lowered K/D in Halo four because airborne players are easier to hit; a Battlefield Hardline…
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MisunderstandingsRyan Duffin01h 00m
Industry misinformation persists despite easy access to experts; animation timing dictates perceived scale so changing playback speed (even a 15% speed change)…
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Emotional Brushstrokes: The Art of 'Knights And Bikes’Rex Crowle55m
Knights And Bikes is a Kickstarter-funded, two-person project that builds a painted 2D world in Unity by painting assets in Photoshop and importing them…
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Money Talks - Publishing and InvestmentSatya horik56m
Panel lays out concrete advice: publishers take on marketing, admin, user acquisition and creative feedback and typically sign when there is a playable core…
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MORE THAN QUEST-GIVERS: Why Good Characters MatterMolly Maloney, Eric Stirpe49m
Characters drive player investment more than plot: treat them as designed tools with clear appeal and stakes split into gameplay personal plot, so players will…
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Respect the craft: Making premium games in a free to play worldMike Anderson47m
ustwo builds Monument Valley as a deliberately short, handcrafted premium mobile game — a 90-minute premium experience with a new mechanic each chapter…
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Games, Players and Lessons LearnedJayvian Hong36m
Miniclip traces its roots to 2001 and now reports 2 billion downloads and about $2 billion in mobile revenue, with 24 million daily users; growth comes from…
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Designing the Cities of SkyrimEmil Pagliarulo56m
Skyrim’s cities are practical design exercises: nine major cities with roughly 50–70 NPCs each, about 70,000 lines of dialogue, distinct art and architecture…
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Cyberpunk EngineeringClaire Blackshaw57m
Claims that Oculus hardware harvests eye tracking as biometric data and that Facebook bought mind‑reading tech are tied to concrete risks: VR hand and gait…
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Why Design Matters Applying Ethics to User Experience DesignÅsa Roos01h 24m
Nineteen years of game work across mobile, AAA (Just Cause 2 rice pickers), Mad Max menus and Bioware’s Anthem inform a practical ethics roadmap: treat design…
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