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Konsoll 2020

In 2020 Konsoll took place online from the 19th to 25th of October. Speakers include Max Pears, Felicia Prehn, Stuart Sumida, Lucy Kyriakidou, Dan Thronström, Victoria Tran, Lee Petty, Molly Maloney, and Eric Stirpe. A special thank you goes to AnnleisFilm for editing the talks and Tom André Kristiansen for music.

game designers, level designers, character artists, animators, indie game developers, producers, community managers, narrative designers

combat level design metrics; cover spacing and height; weapon range balancing; Unity gym prototyping; 2D pixel art mobile episodes; character silhouette workflow; anatomy rules for animation; game pitch deck structure; budget and break-even modelling; Discord moderation practices; Blender remesh sketching; grease pencil to mesh conversion

titleauthorlength
Crafting level design for combatMax Pears30m
Argues that precise metrics drive combat level design and demonstrates a Unity gym prototype used to test cover and spacing, settling on 3 meters cover spacing…
Talk on
What the Music Industry Can Learn From the Game IndustryFelicia Prehn11m
Built a series of 30-second interactive Instagram episodes for Ronnie Rex that match new-song engagement, made a full mobile title Oco Game / DJ Runner with…
Talk on
The Five Most Important Anatomical Rules for AnimatorsStuart Sumida28m
Five concrete rules: diet shapes silhouette and gait — herbivores are barrel‑chested, less flexible, with side‑placed eyes and a different footfall sequence…
Talk on
Tips on Character DesignLucy Kyriakidou20m
Lead 2D character designer on Battletoads explains concrete workflow: start with silhouettes and crank out dozens (20–100) of rough thumbnails, fail quickly…
Talk on
How to make a good games pitchDan Thronström51m
Hundreds of pitches arrive each year so decks must hook within 30 seconds, be PDF, and stay compact (aim ~15 slides). Include an elevator pitch, clear basic…
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Designing Game Communities for KindnessVictoria Tran15m
Argues that communities behave like social systems and that concrete clear written rules shape behavior more than vague pleas to “be nice”; outlines tools used…
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Inviting Happy Accidents Into Your Conceptual Art ProcessLee Petty32m
Starts with abstract shapes in Alchemy and keeps those “happy accidents” as layered guides, then moves to a fast 3D sketch in Blender remesh workflow that jams…
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How to identify narrative opportunities in your gameMolly Maloney, Eric Stirpe40m
Practical, step-by-step method for adding story to an in-progress game: a worksheet with parts 1–3 that turns gameplay pillars, verbs and systems into concrete…
Talk on
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