Konsoll 2021
as the organisers put it
In 2021 Konsoll took place at Grieghallen from the 16th to 17th of November. Speakers include Ozan Drøsdal, Stephen Hey, Max Pears, Satish Shewhorak, Dan Thronström, Cassia Curran, Harri Manninen, Chella Ramanan, Austin Wintory, Hollie Newsham, Oskar Stålberg, Christine Phelan, Rami Ismail, Eduardo Gorinstein, Ørjan Lopez, Oda Tilset, Theo Nogueira, Adam Palmquist, Ole Goethe, Robin Munkvold, Dann Sullivan, Natasha Skult, Hans-Andreas Kleven, Andreas Brunvoll, and Tim Repa-Davies.
who it's for
game designers, level designers, narrative designers, game artists, audio composers, producers and publishers, indie developers
topics
comedy for world building; marketing funnels and wishlists; Quantic Foundry player profiling; character creation pipelines; MotionBuilder to Unreal Live Link; spatial composition for levels; publisher versus VC funding; iterative VR playtesting; hand-painted chamber design; difficulty pie encounter generation; wave function collapse tiling
| title | author | length |
|---|---|---|
| How to use comedy as a tool for world building | Ozan Drøsdal | 39m |
Perfectly Paranormal describes concrete rules and failures: use comedy to justify mechanics, not sprinkle jokes. Examples: a lever-obsessed goblin teaches the… | ||
| A Magical Marketing Toolbox | Stephen Hey | 48m |
Practical checklist: craft a one-line X‑statement using concrete pillars (examples: Sims meets Stardew, or a twin‑stick shooter that generates galaxies from… | ||
| Making Games For Real | Chella Ramanan | 51m |
Two narrative games: a released onehour exploration called Before I Forget that uses a color-spread mechanic to represent recovered memories, a deliberately… | ||
| Lessons from the Character Creation Process of Destruction AllStars | Hollie Newsham | 52m |
Team builds and ships a roster of 17 distinct characters by turning one-sheets into a connected mood board, running Myers‑Briggs style profile checks, and… | ||
| Conversing with Players: Spatial Composition | Max Pears | 44m |
Spatial composition is a practical tool that guides players and builds a mental map: used on Cyberpunk 2077 levels (a Maelstrom hideout and Red Queen club) by… | ||
| Money Talks - Publishing and Investment | satoshi shuhorak | 54m |
Panelists map concrete options: about 200 publishers exist from service-for-revenue indies to major funders, roughly 30 VCs now focus on games, and one fund… | ||
| Creating a Nightmare in Half-Life: Alyx | Christine Phelan | 01h 01m |
Half-Life: Alyx development focuses on iterative playtesting that reshapes a monster called Jeff from slow wall‑smashing concept into a close‑quarters pressure… | ||
| Hand-Crafted Variance: Designing Hades' Underworld | Eduardo Gorinstein | 01h 02m |
Describes concrete systems that make Hades feel fresh while preserving Supergiant’s art: an editor that snapshots work for timelapse, hand-painted chambers… | ||
| Behind the Music | Austin Wintory | 01h 02m |
Walkthrough of an LA writing room and concrete process notes: a solo cello theme called Nascents gets recorded with Tina Guo, orchestral sessions happen in… | ||
| 10 Empty Slides | Rami Ismail | 01h 04m |
Starts with ten blank slides filled by the audience then moves to concrete rules: set short-term goals as actionable three‑month to year tasks, use pillars and… | ||
| The Story of Townscaper | Oskar Stålberg | 49m |
Townscaper combines three concrete techniques: a tile-generation engine based on wave function collapse (model synthesis style) plus voxel-style editing and… | ||
| nothing matches | ||