~/conference

Nordic Game 2024

date:2024-05-21..2024-05-24
location:-- online --
series:Nordic Game · 3 editions
editions:[Nordic Game 2014, Nordic Game 2024, Nordic Game 2026]
titleauthorlength
HTML5 for Mobile GamesOlga Khomenko20m
HTML5 games act as low-cost user acquisition and prototyping channels: web UA costs under mobile, search placement lets EasyBrain funnel players from a…
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Narrative for Game Project Management - Save Money, Rise QualityAlexandra Kami20m
Claims that planning a small playable prototype-first workflow driven by a clarified story cuts development time and budget roughly in half, reduces iterations…
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Mixing Music for Video GamesShalev Alon29m
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…
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A Tale of 8x8 TilesANTON JOHNSSON25m
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…
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Directing VO Sessions with Extreme VocalsD'Arcy Smith20m
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…
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The Rise of Low-stress Gaming, or Why You Should Be Paying Attention to Wholesome & Cozy GHarry Heath34m
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…
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Application of the Messy Middle Model in Video Games MarketingJakub Mamulski18m
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…
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From unintentional greenwashing in games to saving real dolphinsMICHAEL GEIDEL25m
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…
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Art direction and gameplay in game remakesHUNTER WRIGHT, BOTI HARKO21m
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…
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Advancing Game Development: AI-Driven Asset Creation and Concrete Workflow IntegrationMarie Gérard34m
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…
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Why Animation Is the Most Crucial Aspect of Games, Yet It's NeglectedDENNIS JENSEN13m
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…
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To Our Future World-Class ProducersZHONG HU28m
Argues production must pair planning tools (Waterfall, Scrum, business reviews, sprint planning) with people-aware methods, proposing a merged framework that…
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Running a Successful Game Audio BusinessSergio Ronchetti28m
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…
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Overcoming career challenges in games: data driven approachTANJA LOKTIONOVA41m
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…
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Gaming for Global Good: How Games Can Help Accelerate Transition to Net ZeroJerome Ibanez17m
Claims a working product: Midgard carbon accounting measures game emissions using a robust gameplay emissions model that takes ~15 variables. An experiment…
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How to survive as a start-up indie studio before your first game gets launched?Yang Hong33m
Starts from having a playable minimum viable product and reports running three demos while raising about 15,000 GBP from incubators; recommends constant online…
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The state of PC & console gaming in 2024Ben Porter43m
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…
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Exploring and Expanding the Music in Your GameAlec Shea23m
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…
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Humans at Play: Skills & Motivation in the Games Industry as Part of the Creative EcosystemPetya Koleva17m
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…
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Official Modding Support - How To Do it in Weeks Instead of Months?Michal Szklarski41m
Compares four concrete paths: community reverse‑engineering (GTA V), repackaged dev tools (Tropico 6, Dying Light 2), dedicated external editors (Skyrim…
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Cloud Gaming: Why the Future is BrightJohn Goodale07m
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…
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Amnesia The Bunker – With challenge comes rewardFredrik Olsson32m
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…
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Deep Rock Galactic Survivor – Fireside chatan us29m
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…
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Escaping the Homogeneity Trap to Build Great TeamsTove Oldebäck39m
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%…
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Legacy and Innovation in Gaming: Navigating the Tug of War Between Tradition and ProgressAdam Boyes, Alexander Bergendahl46m
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…
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Maintaining development costs while meeting the growing expectations of consumersCarlos 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…
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Romance Design in Video GamesBeaudelaire Welsh37m
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…
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“THAT is a Level Design talk” Using curiosity and iterations to craft the HITMAN TrilogyLasse Bruun Hansen32m
Explains how the Hitman trilogy tightens level-building by standardizing bricks into scenario and mission bricks, cutting chaos and making levels portable…
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2024 Nordic Game Awards54m
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…
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Better ways of running your studio 2024Patric 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…
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Cocoon’s strange new worldsBrain Khoe36m
Prototype begins in 2017 and the game releases September last year, earning three Nordic Game Award nominations; design roots in watching ALIEN and poring…
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Foraging on Pandora: Designing the harvesting and crafting gameplay of Avatar: FoPLau Korengaard31m
Design enforces three concrete rules: quality over quantity, power comes from nature, and harvesting requires deliberate effort. A mini‑game-based harvesting…
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Helldivers 2 – You won’t believe this actually happened!Johan Pilestedt47m
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…
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How Rebellion used VR to bring further immersion to the Zombie Army seriesJordan Woodward25m
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…
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unchainedRami Ismail48m
Announces a new Global Games Fund launching in June to give small grants and mentorship in local languages, runs an octolingual conference with live…
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Two decades of Nordic Game memoriesTobias Sjögren, Ilari Kuitunen, Morten Larsen, Christine Thaarup44m
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…
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Why Virtual Reality is SO COOLPaolina Törnqvist22m
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…
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Conversation with Alan Wake 2 ComposerPetri Alanko39m
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…
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Same Game Different Music – Anniversary EditionThea Myrel, Razvan Kim, Joel Eriksson53m
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…
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Celebration Video02m
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…
Organiser
Spring: The After MovieOscar Söderholm03m
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…
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Surviving State Tree: A real case study with DinosaursCorentin Lemasson, Florian Peters20m
Gonner uses Unreal Engine 5 State Tree to replace brittle behavior trees and ships a working pipeline: multiple navigation grids via Maruna navigation plugin…
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