SGJ 2024 Conference
| title | author | length |
|---|---|---|
| Designing for edge-cases in Baldur's Gate 3 | Mihail Kostov | 53m |
Larian explains concrete fixes: gameplay scripting uses its own OIS/NUBIS language and editor, implements two guards + pass trigger at checkpoints so someone… | ||
| The Inception of a Historical Strategy Game | Todor Nikolov | 39m |
Development begins by proving an audience for a narrow setting, then running a research loop (books, games, music, shared team channels) to pick a specific… | ||
| Combining Environmental Storytelling and Level Design in Baldur's Gate 3 | Stimona Milanova | 41m |
Every prop and architectural detail has a purpose: environments convey implicit narrative, support gameplay and must respect camera and performance limits… | ||
| Procedural GUI & GFX | Dimitar Trendafilov | 33m |
Covers practical pipelines for using signed distance fields in UI: GPU jump‑flood builds SDFs at ~2× memory cost, encodes nearest‑pixel UVs and ID priorities… | ||
| 10 Years in UI/UX | Arvydas Brazdeikis | 50m |
Career spans from 2013 through an 11 year arc across outsourcing, a five‑year mobile stint, two shipped Frontier projects and recent Warhammer titles that… | ||
| Improving Your Tool UX Design by Removing the Faults of "Sensible Defaults" | Robin-Yann Storm | 46m |
Asserts that rigid “sensible defaults” break complex tool workflows and recommends making defaults editable defaults so users can drag toolbars, save layouts… | ||
| From Concept to Reality: Navigating Real-time Possibilities with Chaos | Boyan Petrov | 40m |
Three short projects: a character animation of a toy robot rigged in Maya, textured in Substance Painter, clothed in Marvelous Designer and previewed in… | ||
| Manga Gamified: Using Manga and Comics Techniques to Bring a Persistent Visual Novel to Life | Georgi Mishkov | 19m |
Chibi Phoenix describes building Manga RPG as a comics-driven platform: a browser-first hero-collector that stitches many franchises together, with… | ||
| Designing Games for the Ladies Audience, a Small 4 Billion Player Niche | Christina Angelova | 21m |
Claims that women make up 48% in the United States of gamers and 60% of mobile players, plus examples like Project Makeover with 100 million downloads, drive… | ||
| How To Survive Working At An Indie Studio | Boris Stoyanov | 54m |
Creative lead at Kipi Interactive with 11 years’ experience explains concrete indie realities: a first job worked off a tennis table before the studio grows to… | ||
| Bring It To Life - Game Animations Using Spine | Velichko Vasilev | 27m |
Demonstrates using Spine plus Photoshop/Blender/After Effects to convert static art into rigged 2D animations with IK, transform/path constraints, skins and… | ||
| Mastering the Creed: Onboarding the player in AC Mirage and Dawn of Ragnarök | Diyan Karolev | 49m |
Developers claim onboarding is best when teach-test-trial is sequenced into play, not a single training level: Dawn of Ragnarok’s on‑boarding mission runs… | ||
| Lessons Learned from Developing a Multiplayer Arena Brawler | Viktor Ketipov | 47m |
A free to play arena brawler built in Unreal Engine 4 then migrated to Unreal Engine 5 ships a soft launch in the Philippines, centers on a two‑character swap… | ||
| Don't Silence Your Game! The Critical Influence of Sound in Games | Ventsislav Ivanov | 51m |
Claims that 40+% of players mute audio and that sound directly drives emotion and gameplay outcomes, backed by concrete examples: listening lets a player beat… | ||
| The Journey of AI in Games: A Technical and Philosophical overview | Stefan Vasilev | 52m |
Argues that modern games still rely on rule-based systems and behavior trees rather than large neural models, demonstrates a live Unreal Engine 5.1 demo of two… | ||
| nothing matches | ||