Konsoll 2022
2022-11-22..2022-11-23
Bergen, Norway
Konsoll ·
[Konsoll 2013, Konsoll 2015, Konsoll 2016, Konsoll 2017, Konsoll 2018, Konsoll 2019, Konsoll 2020, Konsoll 2021, Konsoll 2022, Konsoll 2023]
| title | author | length |
|---|---|---|
| Money Talks | 54m | |
Publishers handle marketing, PR, QA, certification and platform deals while investors demand clear routes to return capital; both prioritize a diverse… | ||
| Evolving the animation in Horizon Forbidden West | Richard Oud | 01h 06m |
Animation team builds a controlled descent using a Shell-Walker shield for fast, combat-ready verticality and a rope‑caster grapple for quick updrafts, ships… | ||
| Anatomical Tips for Animation...in Games and Beyond | Stuart Sumida | 01h 08m |
Argues that concrete anatomical rules drive believable characters: you are what you eat links diet to body shape, eye placement and gait (rotary vs transverse… | ||
| The Child, the Guardian, and the Guide - Get More from Your Actors | Sarah Elmaleh | 01h 00m |
Game voice sessions are often short, sterile, and read-on-first-seeing, so performance succeeds when direction targets two actor parts: the inner child… | ||
| The Color of Things | Inna Hansen | 34m |
Argues that colors aren't real and that perception is contextual, then shows a working art pipeline: palette chosen for Dead Pets Unleashed, Photoshop’s… | ||
| Something Blue | Nathan Chandler Gibson | 58m |
Argues rapid, hands‑on prototypes in Unreal Blueprints speed cross‑discipline buy‑in: sequencer repurposes recorded sessions to fake NPC drama, a Blueprinted… | ||
| Maximizing Your Game's Performance in Unreal Engine | Ari Arnbjörnsson | 01h 03m |
Uses Unreal Engine 5 profiling tools to find and fix real bugs: launches Unreal Insights and uses stat unit and profile GPU captures, finds editor at 30→60 FPS… | ||
| Evolving Storytelling in Returnal: How to Tell a Haunting Story | Eevi Korhonen | 01h 12m |
Returnal’s story embeds mystery into gameplay: a first-person house sequences mode strips HUD and guns to force slow, unreliable-memory exploration; optional… | ||
| Game Production: Helping your team succeed | Ole Andreas Haley | 52m |
Focuses on concrete production practices: split a project into ideation (≈20%), pre‑production to define benchmarks and a vertical slice, then full production… | ||
| nothing matches | ||