Nordic Game 2026
| title | author | length |
|---|---|---|
| CRUSHES It at Nordic Game Awards 🔥🤘 Heavy Metal Stinger Edition | Light Brick Studios | 01m |
LEGO Voyagers wins Best Fun for Everyone at Nordic Game Awards 2026, a full game by Light Brick Studios that takes the stage amid a blaring heavier-than-hell… | ||
| Stop Toxicity in Online Games | Gaming Psychology | Ewa Antczak | 40m |
Claims a real-time, proactive system that detects rising aggression before insults appear and nudges players toward better choices. Platform named Felixa… | ||
| Building Enduring Franchises: Turning Games into Global IPs | Eugene Evans, Christian Claes Fonnesbech | 51m |
Argues that long-term value comes from product clarity and ownable worlds not buzzwords, offering concrete rules: the rule of five (pick two of new team, tech… | ||
| Voice Acting Panel | David Bateson, Magnus Bruun, Martin Svane | 35m |
Voice acting evolution: games move from a few lines and 3–4 hour sessions to six-month pipelines with mocap, face/voice scans, and multi-take recordings; one… | ||
| The Writing of Clair Obscur: Expedition 3x3 | Jennifer Svedberg-Yen | 36m |
Clair Obscur Expedition 3x3 claims 436 global awards and lays out a concrete creative method: three elements — taste, execution, something to say — supported… | ||
| Designing for Players to Lift Each Other | Alexander Benitez, Amanda Gardfors Granberg | 34m |
Hela implements a replicated-avatar system called shades that record and replay actions so one player can create up to four mice (three shades when solo) to… | ||
| From Niche to Global: Cultivating Loyal Player Communities | Martin Rabl | 35m |
Series totals 40 million copies since 2008 and Farming Simulator 25 sells over 4 million units post-launch; growth rests on three pillars: farmers, modders… | ||
| Nordic Game Awards 2026 | Magnus Bruun | 01h 06m |
Award results and concrete highlights: people's choice from ~200 expo games goes to Lootbound (tactical roguelike), Midnight Walk wins Best Art for handmade… | ||
| From Hidden Gem To Must-Play: How Indie Games Actually Get Discovered | Adam Selcuk, Berkley Egenes, Axel Danielsson, Alexander Bergendahl, Fredrik Eriksson | 35m |
Argues discoverability is an operational task starting months before launch, not a last-minute sprint: plan creator outreach, distribution and… | ||
| The Future of Role-Playing Games IS... A.I. | But How? | Alastair Chamorro, Alexander Chamorro, Jeff Gardiner, John Clark, Russell Sng | 46m |
Claim: AI powers scalable, reactive RPGs rather than replacing creators. Infinity Fiction ships Tidefall alpha built on a living world engine that runs… | ||
| 'The Midnight Walk' | Almost* The Perfect Launch | Andreas Juliusson | 36m |
Hybrid clay-made game ships on PS5/Steam and PSVR2, sells 200,000 units in its first year while marketing with roughly 2 million SEK marketing spend, uses a… | ||
| The Making of 'Deep Rock Galactic: Survivor' | Two Game Directors Tell Their Stories | Anders Leicht Rohde, Søren Lauge Boll, Emil Stidsholt | 47m |
Prototype starts as Vampire Survivors + mining, built in days, scaled to a demo in ~11 months and then early access that draws million users first month. Key… | ||
| Long Term Trust in 'Star Stable Online' is Key! | Safe and Engaging Player Spaces | Deniz Atabey Alkan, Estela Corbellini, Mehdi Benkirane | 47m |
Star Stable scales moderation with Checkstep text moderation plus humans in the loop to process millions of messages per month across at least 14 languages… | ||
| The Making of 'Arc Raiders' | A Story about Collaboration and Success | Lena Hansen, Gerardo Basurto, Virgil Watkins | 43m |
Embark describes concrete fixes: telemetry from 1,000 event types and 5% sample surveys expose a funnel that lost 25% of players before completing the… | ||
| Nature Inspired This Coral Reef City Builder | Jørgen Tharaldsen | 36m |
Life Below is an underwater city builder that rebuilds coral reefs and ships with a working simulation of thousands of individually behaving organisms using… | ||
| The Making of 'SAROS' | Gameplay First but Beautiful | Mikael Haveri, Simone Silvestri, Mitja Roskaric | 46m |
Housemarque frames SAROS around a gameplay-first philosophy and a measurable build: 375 handcrafted rooms assembled into eight biomes via template-driven world… | ||
| The Making of 'Planet of Lana' | Developer Stories | Adam Stjärnljus, Klas Eriksson | 34m |
A childhood concept turns into a 2.5D puzzle-adventure that spends six years in development, starting with frame-by-frame animations then moving to layered 3D… | ||
| Live Service Games... Done Right!? | Industry Giants Discussion | Adam Orth, Johan Sjöberg, Ian McGregor, Emma Farrow, Søren Lundgaard | 46m |
Panel claims long-term success comes from adapting to players not sticking to launch plans: one game runs ~750 weekly releases over 15 years and shifts from… | ||
| Truths From the Gaming Industry | UNFILTERED | Christofer Sundberg, Alexander Bergendahl | 45m |
Claims that AAA development has “zero risk taking” and runaway budgets are backed by specifics: salaries and bloated headcounts drive costs, feature creep… | ||
| Where is Motion Capture Heading? | A.I. Influence! | Axel Gärkman, John Bucholtz, Nilla Hansson, Henrik Svensson Dalgren, John Dower | 45m |
Motion capture now delivers subcentimeter body tracking and far better facial solves, reducing the uncanny valley, while pipelines split body, voice and face… | ||
| Game Developers Are Becoming Directors, Not Coders | Tatu Petersen-Jessen | 34m |
Claims that AI lets studios cut a 2‑year/70‑person production into 2 weeks and 2 people, backed by concrete tooling: a custom live‑ops calendar, a backend that… | ||
| Accessibility Revolution! | Gaming's New Frontier | Sachin Sunil, Michael Nelson | 50m |
SpecialEffect shows that simple design choices plus existing phone and controller features let people with severe motor impairments actually play mainstream… | ||
| The Hidden Language of Game Music | Building Worlds Through Sound | Don Rosquist, Anton Dome | 32m |
Soundtrack for Godbreakers uses live orchestra recordings plus folk and metal players to make a single musical thread across five biomes and a final boss that… | ||
| The Most Iconic Composer in Gaming? | Jesper Kyd | 52m |
Starts on a Commodore 64 in 1985 and explains the three-channel SID trick that fakes chords, moves to Amiga trackers with four sample channels, and builds a… | ||
| Nordic Game Conference 2026 | 04m | |
One More Experiment launches on Steam now as a puzzle-platformer that lets players swap fire, water and temperature to activate mechanisms and change physics… | ||
| Boss Battle Your Insecurities | Jenny Holmstrøm | 18m |
Claims nine itch dot io games since 2017 and a studio called InsaneoBerry that aims to “romanticize life” through games, using fashion and ritual as tools… | ||
| Stereo-tAIping: Who Gets to Write the Story? | Marjaana Auranen | 27m |
A writer recounts discovering that an AI produces a structured report in seconds that saved a missed deadline but later hallucinates statistics and fake links… | ||
| Video Fighting for Quality Without Authority | Morten Brunbjerg | 20m |
Claims that quality responsibility without decision power wastes effort and offers a concrete remedy: verify your official title, plot people on a stakeholder… | ||
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