SGJ 2020
| title | author | length |
|---|---|---|
| Beginner's guide - How to become a game developer | Julian Gollop | 36m |
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… | ||
| The game design of S.T.A.L.K.E.R.: Shadow of Chernobyl | Alexey Sityanov | 39m |
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… | ||
| The Witcher 3 Blood & Wine OST Q&A session | Piotr Musial | 37m |
Music for Blood & Wine and Frostpunk uses time-stretched sounds 60x and layered orchestral textures; two large Witcher suites get orchestrated for a… | ||
| Rethinking 3D animation with akeytsu | Charles-Arthur Bourget | 31m |
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… | ||
| Hostage negotiation for Game Designers | Dimitar Simidchiev | 20m |
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… | ||
| Beginner's guide - How to become a game designer | Viktor Dosev | 01h 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… | ||
| Indie guide for game conventions | Viktor Ketipov | 22m |
Types of conferences are classified as development, business and consumer, with practical takeaways: use meet-to-match to book 30‑minute publisher slots… | ||
| Stories from my 37 years in game development | Julian Gollop | 34m |
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… | ||
| Introduction to game audio | Adam Sporka | 29m |
Covers concrete game audio practices: roughly six hours of soundtrack work for Kingdom Come Deliverance with about an hour of direct implementation, practical… | ||
| Beginner's guide - How to become a game development tester | Alexander Bozhinov, Marieta Stefanova | 01h 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… | ||
| Tell me a story | Biser Parashkevov | 35m |
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… | ||
| ProgrammingArt++ | Rok Kos | 23m |
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… | ||
| GLOWCOMA - a story of a Bulgarian FPS | Tsvetomir Georgiev, Svetomir Georgiev | 29m |
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… | ||
| Art development in a crowdfunded environment | Borislav Bogdanov | 25m |
Crowdfunded development uses a steady cadence of public builds and feedback: Kos Reborn shipped roughly monthly backer releases, Phoenix Point aimed for one… | ||
| “Again, but better” - How to work with Voice Actors | Mike Bodie | 44m |
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… | ||
| Love, games and raytracing | Simeon Balabanov | 25m |
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… | ||
| Optimizing your mobile VR game | Yuriy Popov | 23m |
Practical Unity advice for Oculus Quest development: target 72 FPS, avoid photorealism, use the Universal Render Pipeline and a “potato” render asset (HDR off… | ||
| You can do everything with video games in Poland | Tomasz Gora | 25m |
8874 is a one-person, photogrammetry-driven side‑scroller built in Unreal Engine using drone-captured assets and authored entirely in Blueprints, later… | ||
| Making artists happy in Unity | Nedislav Stoychev, Filip Slavov | 15m |
Phoenix Point developers remove fragile name-based UI bindings and expose code fields so artists link widgets directly, cutting cross-team churn and surfacing… | ||
| The Strategy Guide for 3D Artists or the Artists' Guide for 3D Strategies | Miroslav Mironov | 18m |
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… | ||
| nothing matches | ||