~/conference

Konsoll 2023

titleauthorlength
Waterfall vs Agile & Game Development (Venba edition)Shahrin Khan01h 01m
Small indie team uses ClickUp and a level-by-level Gantt chart for Venba (seven levels), plans with a 1.5x buffer, and still misses schedule: expected Sep…
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Original fantasyPeter W. Meldahl59m
Sequel Teslagrad 2 reuses core electro‑fantasy tech from the first game while relocating action to rainy Western Norway and plainly shows what was built: a…
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Money Talks - Publishing and Investment55m
Publishers fund some projects but mainly provide non‑creative expertise—legal, accounting, localization, platform deals, PR, certification and trade…
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Exploring the sonic possibilities in sci-fi with Dome KeeperMartin Kavala42m
Explains concrete sound choices for Dome Keeper: records with a mobile phone, edits in Logic Pro, implements in Godot, and sources creaky farm hinges plus a…
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Introduction to Practical AILisa Anderson01h 01m
Clear, concrete examples of game AI and what actually worked: store recommendations use clustering to avoid offering a Teemo skin to players who hate Teemo; QA…
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MY MANIFESTOLee Petty55m
A creative manifesto lists concrete choices and shows how they play out: after 16 years at Double Fine it documents using farting as gameplay — Stacking’s…
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Owning What You Don't Own: Writing For Beloved FranchisesJosh Trujillo52m
Examples include lead writing on a Telltale Guardians title with recorded Groot lines that win awards, producing 420 pages in 30 days for Adventure Time…
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How to build (un)believable worlds?Helen Hindpere59m
Describes building Disco Elysium’s world and systems: a 1,000,000‑word script, 24 talking skills that act as in‑game companions, a thought cabinet as an idea…
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Modelling “Race”: Human diversity in character design and movementElizabeth Rega01h 02m
Argument: anatomy-driven decisions change whether characters read as respectful build skeleton then muscles — used dissection, CT scans, animal biomechanists…
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The Psychology of Play: The Power of Understanding Your PlayersAnna Brandberg58m
Argues that successful games come from studying real players not vanity design, showing concrete moves: iterating The Sims’ death mechanic into a reversible…
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Playful Learning: Toward Adaptability and Away from PrescriptionsAnguel Roumenov01h 09m
A behind-the-scenes run down of making Potionomics: team centers on spirit of the pose and builds storyboards, rigs and 3D animation tests to map attention and…
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