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SGJ 2020

titleauthorlength
Beginner's guide - How to become a game developerJulian Gollop36m
Five practical steps: choose the right tools (Unity, Twine, mod tools or even pen‑and‑paper and ZX Spectrum prototypes), form small teams and join jams, craft…
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The game design of S.T.A.L.K.E.R.: Shadow of ChernobylAlexey Sityanov39m
Development runs from 2002 with a tiny team (about six early members) and a custom engine and weapons code, and the major breakthrough is a life simulation…
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The Witcher 3 Blood & Wine OST Q&A sessionPiotr Musial37m
Music for Blood & Wine and Frostpunk uses time-stretched sounds 60x and layered orchestral textures; two large Witcher suites get orchestrated for a…
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Rethinking 3D animation with akeytsuCharles-Arthur Bourget31m
Akeytsu positions itself as a focused keyframing suite built for animators, not a general DCC: it ships a hybrid IK/FK/SK skeleton, real‑time playblasts that…
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Hostage negotiation for Game DesignersDimitar Simidchiev20m
Maps game design to hostage negotiation, arguing the job is to protect ideas as they pass between art, code, level design and other studios (Montreal…
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Beginner's guide - How to become a game designerViktor Dosev01h 32m
Explains exactly what to build and how: pick one mechanic, prototype it in Construct2 or Unity, write a short design document, balance numbers in spreadsheets…
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Indie guide for game conventionsViktor Ketipov22m
Types of conferences are classified as development, business and consumer, with practical takeaways: use meet-to-match to book 30‑minute publisher slots…
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Stories from my 37 years in game developmentJulian Gollop34m
37 years of game development traced from 1K and 48K home computers to modern studios describes writing early Assembly to build squad turn based systems that…
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Introduction to game audioAdam Sporka29m
Covers concrete game audio practices: roughly six hours of soundtrack work for Kingdom Come Deliverance with about an hour of direct implementation, practical…
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Beginner's guide - How to become a game development testerAlexander Bozhinov, Marieta Stefanova01h 14m
Defines the role of a development tester at Ubisoft Sofia: embedded with dev teams, using the same dev tools (level editors, 3ds Max and in‑engine editors) to…
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Tell me a storyBiser Parashkevov35m
Ubisoft Sofia environment teams ship 18 games and the studio leans on decades of studio experience to tell visual stories: a flooded Pentagon level layered…
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ProgrammingArt++Rok Kos23m
Game with 300 million downloads and 2–3 million daily users provides the context while a practical demo builds a realtime waterfall: author implements a…
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GLOWCOMA - a story of a Bulgarian FPSTsvetomir Georgiev, Svetomir Georgiev29m
A Bulgarian singleplayer FPS built in Unreal Engine 4 sets a short first episode at about 45 minutes inside a modeled Vratsa with quests, doors, items and an…
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Art development in a crowdfunded environmentBorislav Bogdanov25m
Crowdfunded development uses a steady cadence of public builds and feedback: Kos Reborn shipped roughly monthly backer releases, Phoenix Point aimed for one…
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“Again, but better” - How to work with Voice ActorsMike Bodie44m
Worked on ~31 games in the last year and runs an industry‑grade home studio, so advice is hands‑on: budget for voice early, expect Basic Studio Fee…
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Love, games and raytracingSimeon Balabanov25m
Chaos demonstrates where ray tracing moves from offline VFX into games: V-Ray powers cinematics (Deadpool titles, Blur, Game of Thrones oceans) and 92 of the…
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Optimizing your mobile VR gameYuriy Popov23m
Practical Unity advice for Oculus Quest development: target 72 FPS, avoid photorealism, use the Universal Render Pipeline and a “potato” render asset (HDR off…
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You can do everything with video games in PolandTomasz Gora25m
8874 is a one-person, photogrammetry-driven side‑scroller built in Unreal Engine using drone-captured assets and authored entirely in Blueprints, later…
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Making artists happy in UnityNedislav Stoychev, Filip Slavov15m
Phoenix Point developers remove fragile name-based UI bindings and expose code fields so artists link widgets directly, cutting cross-team churn and surfacing…
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The Strategy Guide for 3D Artists or the Artists' Guide for 3D StrategiesMiroslav Mironov18m
Explains how the world for kns fer 2 is built to be historically plausible yet readable across a continent-sized map, anchored by architecture, shapes…
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