Konsoll 2023
2023-10-24..2023-10-25
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 |
|---|---|---|
| Waterfall vs Agile & Game Development (Venba edition) | Shahrin Khan | 01h 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… | ||
| Original fantasy | Peter W. Meldahl | 59m |
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… | ||
| Money Talks - Publishing and Investment | 55m | |
Publishers fund some projects but mainly provide non‑creative expertise—legal, accounting, localization, platform deals, PR, certification and trade… | ||
| Exploring the sonic possibilities in sci-fi with Dome Keeper | Martin Kavala | 42m |
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… | ||
| Introduction to Practical AI | Lisa Anderson | 01h 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… | ||
| MY MANIFESTO | Lee Petty | 55m |
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… | ||
| Owning What You Don't Own: Writing For Beloved Franchises | Josh Trujillo | 52m |
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… | ||
| How to build (un)believable worlds? | Helen Hindpere | 59m |
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… | ||
| Modelling “Race”: Human diversity in character design and movement | Elizabeth Rega | 01h 02m |
Argument: anatomy-driven decisions change whether characters read as respectful build skeleton then muscles — used dissection, CT scans, animal biomechanists… | ||
| The Psychology of Play: The Power of Understanding Your Players | Anna Brandberg | 58m |
Argues that successful games come from studying real players not vanity design, showing concrete moves: iterating The Sims’ death mechanic into a reversible… | ||
| Playful Learning: Toward Adaptability and Away from Prescriptions | Anguel Roumenov | 01h 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… | ||
| nothing matches | ||