~/conference

SGJ 2024 Conference

date:2024-04-20
location:Sofia, Bulgaria
series:SGJ Conference · 2 editions
editions:[SGJ 2020, SGJ 2024 Conference]
titleauthorlength
Designing for edge-cases in Baldur's Gate 3Mihail Kostov53m
Larian explains concrete fixes: gameplay scripting uses its own OIS/NUBIS language and editor, implements two guards + pass trigger at checkpoints so someone…
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The Inception of a Historical Strategy GameTodor Nikolov39m
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…
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Combining Environmental Storytelling and Level Design in Baldur's Gate 3Stimona Milanova41m
Every prop and architectural detail has a purpose: environments convey implicit narrative, support gameplay and must respect camera and performance limits…
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Procedural GUI & GFXDimitar Trendafilov33m
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…
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10 Years in UI/UXArvydas Brazdeikis50m
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…
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Improving Your Tool UX Design by Removing the Faults of "Sensible Defaults"Robin-Yann Storm46m
Asserts that rigid “sensible defaults” break complex tool workflows and recommends making defaults editable defaults so users can drag toolbars, save layouts…
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From Concept to Reality: Navigating Real-time Possibilities with ChaosBoyan Petrov40m
Three short projects: a character animation of a toy robot rigged in Maya, textured in Substance Painter, clothed in Marvelous Designer and previewed in…
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Manga Gamified: Using Manga and Comics Techniques to Bring a Persistent Visual Novel to LifeGeorgi Mishkov19m
Chibi Phoenix describes building Manga RPG as a comics-driven platform: a browser-first hero-collector that stitches many franchises together, with…
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Designing Games for the Ladies Audience, a Small 4 Billion Player NicheChristina Angelova21m
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…
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How To Survive Working At An Indie StudioBoris Stoyanov54m
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…
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Bring It To Life - Game Animations Using SpineVelichko Vasilev27m
Demonstrates using Spine plus Photoshop/Blender/After Effects to convert static art into rigged 2D animations with IK, transform/path constraints, skins and…
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Mastering the Creed: Onboarding the player in AC Mirage and Dawn of RagnarökDiyan Karolev49m
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…
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Lessons Learned from Developing a Multiplayer Arena BrawlerViktor Ketipov47m
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…
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Don't Silence Your Game! The Critical Influence of Sound in GamesVentsislav Ivanov51m
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…
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The Journey of AI in Games: A Technical and Philosophical overviewStefan Vasilev52m
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…
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