Nordic Game 2024
| title | author | length |
|---|---|---|
| HTML5 for Mobile Games | Olga Khomenko | 20m |
HTML5 games act as low-cost user acquisition and prototyping channels: web UA costs under mobile, search placement lets EasyBrain funnel players from a… | ||
| Narrative for Game Project Management - Save Money, Rise Quality | Alexandra Kami | 20m |
Claims that planning a small playable prototype-first workflow driven by a clarified story cuts development time and budget roughly in half, reduces iterations… | ||
| Mixing Music for Video Games | Shalev Alon | 29m |
Explains a delivery-ready orchestral mix template that prints stereo and multiple submix stems with a one-button stem export workflow (Pro Tools and similar… | ||
| A Tale of 8x8 Tiles | ANTON JOHNSSON | 25m |
Farm Heroes Saga uses an 8x8 grid with 64 tiles and about 75 distinct entities, and the team ships roughly 60 levels per month — over 6,000 levels to date… | ||
| Directing VO Sessions with Extreme Vocals | D'Arcy Smith | 20m |
Claims a tested method reduces injury: Vocal Combat Technique proven in two studies and published in Journal of Voice. Gives hard numbers: 80% of sessions… | ||
| The Rise of Low-stress Gaming, or Why You Should Be Paying Attention to Wholesome & Cozy G | Harry Heath | 34m |
Argues that Animal Crossing: New Horizons — 5 million copies first month, ~$2 billion year one proves a market shift toward low‑stress games and that small… | ||
| Application of the Messy Middle Model in Video Games Marketing | Jakub Mamulski | 18m |
Claims that the Messy Middle model captures non‑linear player journeys and beats rigid funnels by using a layered campaign: a broad brand reach push, earned PR… | ||
| From unintentional greenwashing in games to saving real dolphins | MICHAEL GEIDEL | 25m |
Games that try to teach climate action vary by how concrete they get: SimCityEdu is discontinued while SimCity and Sims 4 trade realism for monetizable eco… | ||
| Art direction and gameplay in game remakes | HUNTER WRIGHT, BOTI HARKO | 21m |
Analysis of almost 700 remakes shows the average remake gap is 13 years average, remasters land at 0–5 years and full remakes at 11–15 years. Examples: Dead… | ||
| Advancing Game Development: AI-Driven Asset Creation and Concrete Workflow Integration | Marie Gérard | 34m |
Generative pipelines are shown end-to-end: 62% of developers use generative AI and 71% say it improves delivery, with Unity plugin and open API demos, Scenario… | ||
| Why Animation Is the Most Crucial Aspect of Games, Yet It's Neglected | DENNIS JENSEN | 13m |
Claims that animation is the most crucial yet neglected part of games, backed by concrete examples: vertex-based animation in Crash Bandicoot, Prince of Persia… | ||
| To Our Future World-Class Producers | ZHONG HU | 28m |
Argues production must pair planning tools (Waterfall, Scrum, business reviews, sprint planning) with people-aware methods, proposing a merged framework that… | ||
| Running a Successful Game Audio Business | Sergio Ronchetti | 28m |
Practical playbook: charge one fixed fee instead of per asset, offer unlimited revisions and require a non‑negotiable upfront payment (often 30–50%), set clear… | ||
| Overcoming career challenges in games: data driven approach | TANJA LOKTIONOVA | 41m |
Data-backed overview of 2024 hiring: survey of 1,600 respondents shows layoffs as top reason to change jobs, with 10,000+ layoffs last year and ~9,400… | ||
| Gaming for Global Good: How Games Can Help Accelerate Transition to Net Zero | Jerome Ibanez | 17m |
Claims a working product: Midgard carbon accounting measures game emissions using a robust gameplay emissions model that takes ~15 variables. An experiment… | ||
| How to survive as a start-up indie studio before your first game gets launched? | Yang Hong | 33m |
Starts from having a playable minimum viable product and reports running three demos while raising about 15,000 GBP from incubators; recommends constant online… | ||
| The state of PC & console gaming in 2024 | Ben Porter | 43m |
newu uses the Game Performance Monitor and Global Gamer Study to show player growth flatlines post-2021, revenue rising at only a 2.7% CAGR to 2026, and… | ||
| Exploring and Expanding the Music in Your Game | Alec Shea | 23m |
Argues that music should map to world, character, or narrative and gives concrete outcomes: a psychological game ships with ambient grunge and math rock, dark… | ||
| Humans at Play: Skills & Motivation in the Games Industry as Part of the Creative Ecosystem | Petya Koleva | 17m |
Survey and focus‑group research with 1300 respondents and 3 surveys + 3 focus groups maps Bulgaria’s games ecosystem: 80% of outside creatives say their skills… | ||
| Official Modding Support - How To Do it in Weeks Instead of Months? | Michal Szklarski | 41m |
Compares four concrete paths: community reverse‑engineering (GTA V), repackaged dev tools (Tropico 6, Dying Light 2), dedicated external editors (Skyrim… | ||
| Cloud Gaming: Why the Future is Bright | John Goodale | 07m |
Cloud gaming survives past failures like Sega Channel and Google Stadia and now leans on measurable shifts: forecasts show cloud gaming growing 3.4x while the… | ||
| Amnesia The Bunker – With challenge comes reward | Fredrik Olsson | 32m |
Argues that a tight focus on challenge, affordances, agency and consequences produces stronger player reward, and shows it by building a WWI bunker game with… | ||
| Deep Rock Galactic Survivor – Fireside chat | an us | 29m |
Casual postmortem of Deep Rock Survivor shows a 14‑month production led by a core three‑person team that scales to six at launch, shipping a game built from… | ||
| Escaping the Homogeneity Trap to Build Great Teams | Tove Oldebäck | 39m |
Argues that teams stuck in a “homogeneity trap” suffer higher costs, less innovation and slower adaptation and gives concrete remedies: a YouTube bug shows 10%… | ||
| Legacy and Innovation in Gaming: Navigating the Tug of War Between Tradition and Progress | Adam Boyes, Alexander Bergendahl | 46m |
Reports cite 10,000 layoffs so far this year and a historical 2008 baseline used to argue scale; a 300‑person co‑dev studio keeps payroll intact after… | ||
| Maintaining development costs while meeting the growing expectations of consumers | Carlos Cetrullo (Kokku), Fabien Lainé (Xbox), Rana Alshikh (Begin AI) | 47m |
Argues that budgets should be scoped in staff-months not vague totals, with pre-production of at least six months and user playtests every 3–4 months; shows… | ||
| Romance Design in Video Games | Beaudelaire Welsh | 37m |
Romance design is framed as a systems problem: Baldur's Gate 3 includes a branching companion romance that forces moral tradeoffs, notably an Aarian abuse… | ||
| “THAT is a Level Design talk” Using curiosity and iterations to craft the HITMAN Trilogy | Lasse Bruun Hansen | 32m |
Explains how the Hitman trilogy tightens level-building by standardizing bricks into scenario and mission bricks, cutting chaos and making levels portable… | ||
| 2024 Nordic Game Awards | 54m | |
Alan Wake 2 takes Best Art, Best Audio and Nordic Game of the Year, repeatedly praised for cinematic visuals and a horror audio mix that doubles as a… | ||
| Better ways of running your studio 2024 | Patric Palm (Favro), Sigurline Ingvarsdottir (Behold Ventures), Jesper Andersson (Starbreeze) | 45m |
Live forum on studio production and leadership that offers concrete rules and examples: cut scope saved Need for Speed Heat from disaster, adding calendar time… | ||
| Cocoon’s strange new worlds | Brain Khoe | 36m |
Prototype begins in 2017 and the game releases September last year, earning three Nordic Game Award nominations; design roots in watching ALIEN and poring… | ||
| Foraging on Pandora: Designing the harvesting and crafting gameplay of Avatar: FoP | Lau Korengaard | 31m |
Design enforces three concrete rules: quality over quantity, power comes from nature, and harvesting requires deliberate effort. A mini‑game-based harvesting… | ||
| Helldivers 2 – You won’t believe this actually happened! | Johan Pilestedt | 47m |
Studio Arrowhead turns an eight‑year project into 12 million copies sold in 12 weeks, after development balloons to 7 years 11 months 26 days from an estimated… | ||
| How Rebellion used VR to bring further immersion to the Zombie Army series | Jordan Woodward | 25m |
Rebellion and XR Games port Zombie Army to VR as an 8+ hour campaign built for PSVR2 with average levels ~30 minutes, shipping PSVR2 adaptive triggers and… | ||
| unchained | Rami Ismail | 48m |
Announces a new Global Games Fund launching in June to give small grants and mentorship in local languages, runs an octolingual conference with live… | ||
| Two decades of Nordic Game memories | Tobias Sjögren, Ilari Kuitunen, Morten Larsen, Christine Thaarup | 44m |
Nordic Game claims credit for helping launch a regional games boom: Sweden grows from 715 to 8,500 employees (2004–2023), mobile VC and microtransaction… | ||
| Why Virtual Reality is SO COOL | Paolina Törnqvist | 22m |
Virtual Reality has been around for a long time, and mostly everyone who knows anything about gaming and technology has probably tried on a VR headset at some… | ||
| Conversation with Alan Wake 2 Composer | Petri Alanko | 39m |
Composer explains that Alan Wake 2’s score is roughly 40% sound design, 50% composing, 10% archive mining, built with custom tools like the apprehension engine… | ||
| Same Game Different Music – Anniversary Edition | Thea Myrel, Razvan Kim, Joel Eriksson | 53m |
Three composers re-score the Battlefield 1942 intro and explain what they actually did: one builds a haunting desert texture using duduk/theremin tricks and… | ||
| Celebration Video | 02m | |
Nordic Game celebrated its 20 year anniversary on 21-24 May, with the NG24 Spring show in Malmö, Sweden. The NG Awards was as always a highlight of the event… | ||
| Spring: The After Movie | Oscar Söderholm | 03m |
A fast cut highlight reel that stitches conference footage, interview bites and music into a three‑minute celebration, using archival clips and live B‑roll to… | ||
| Surviving State Tree: A real case study with Dinosaurs | Corentin Lemasson, Florian Peters | 20m |
Gonner uses Unreal Engine 5 State Tree to replace brittle behavior trees and ships a working pipeline: multiple navigation grids via Maruna navigation plugin… | ||
| nothing matches | ||