Konsoll 2020
as the organisers put it
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.
who it's for
game designers, level designers, character artists, animators, indie game developers, producers, community managers, narrative designers
topics
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
| title | author | length |
|---|---|---|
| Crafting level design for combat | Max Pears | 30m |
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… | ||
| What the Music Industry Can Learn From the Game Industry | Felicia Prehn | 11m |
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… | ||
| The Five Most Important Anatomical Rules for Animators | Stuart Sumida | 28m |
Five concrete rules: diet shapes silhouette and gait — herbivores are barrel‑chested, less flexible, with side‑placed eyes and a different footfall sequence… | ||
| Tips on Character Design | Lucy Kyriakidou | 20m |
Lead 2D character designer on Battletoads explains concrete workflow: start with silhouettes and crank out dozens (20–100) of rough thumbnails, fail quickly… | ||
| How to make a good games pitch | Dan Thronström | 51m |
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… | ||
| Designing Game Communities for Kindness | Victoria Tran | 15m |
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… | ||
| Inviting Happy Accidents Into Your Conceptual Art Process | Lee Petty | 32m |
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… | ||
| How to identify narrative opportunities in your game | Molly Maloney, Eric Stirpe | 40m |
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… | ||
| nothing matches | ||