Talks — Games Gathering 2019 Kyiv
83 talks by day of the programme, 81 of them with a video recording.
- Early User Retention Analytics. Aha-moment Konstantin Miroshnichenko
- Case studies: How game balance changes can boost your revenue Michal Minarik
- Analytics Infrastructure in Two Weeks Oleksandr Chernin
- How to Optimize an In-Game Store Vasily Sabirov
- Analytics in esports – the most big data industry imaginable Ivan Danyshevskyi
- LIVE OPS Round Table Discussion panel
- Not-so-trivial lessons learned from launching mid-core games Maks Samorukov
- Adapting to an art style – from 60 Seconds! to 60 Parsecs! Agata Bednorz
- Creating Weapons for AAA Games. Model Optimization and Texturing Evgeny Petrov
- Atmospheric Games: Creating a World That Is Engaging and Rewarding to Explore Roman Guro
- Art of Storytelling – The Remedy way Saku Lehtinen
- The Artist's Guide to Living a Magical Life Thierry Lafontaine
- Pixel Art - the Art Movement of Restrictions Thomas Feichtmeir
- From 3D pencils to Lead Character Artist: the journey and lessons learned Oleksandr Kyrylenko
- Creating an animated video in UE4: from concept to compositing Oleksandr Maziura
- Characters in mobile games: emotions, personality, costume Anna Kolodeiska
- Designing FUI (Futuristic User Interfaces) for Marvel Universe Films Vlad Lysenko
- Character Development for MK11 Vladyslava Hladkova
- VFX/Tech Art Discussion panel
- Critical pipeline mistakes and how to avoid them when drawing pictures Serhii Yehorov
- 10 Examples of Good LiveOps Alexander Shtachenko
- Predicting Games’ Potential Since Concept Phase Jakub Trancik
- How to publish on the Nintendo Switch Mao Sugiyama
- Crazy Is Good: How Anyone Can Make A Big Impression With Killer UA Creative Nicholas Day
- 5 Great Ways to Improve Your China Strategy Randy Barenscott
- DIY - How to start an Indie Operation Robert Bäckström
- Monetization as a Core Design Ziv Kitaro
- Google Ads for Gamening: how to attract more of the best users Anastasiia Bortnyk
- 20 years of making games: from a childhood dream to my own company and the game Hidden City Anton Bolshakov
- The next level of growth: growing your game with advertising Artur Davydenko
- The Agile That Kills Bohdan Repekh
- Game Development in Central Asia Illia Anufriiev
- Soft Skills: The Hard Truth About Soft Skills Kateryna Ozatska
- How to make a publisher fall in love with you Nikita Vladymyrov
- Game UI/UX Design Workflow Andrey Taliashvili
- Game Design Document Version 2.0 Oleg Medved
- Embarrassing Mistakes: a short story about AI Radoslaw Gwarek
- Minimalistic Approach to Crafting Memorable Characters Ranko Trifkovic
- Blood, Sweat and Post-Release Game Design Vadym Syvolap
- Ten Deadly Sins of a Narrative Designer Serhii Ten
- From Idea to Game Yurii Sydorenko
- Reverse engineering as an essential tool for "borrowing" for a Game Designer Yuri Sysoev
- How we built a commercial game with our community Aku Jauhiainen
- Lessons Learned - "The Enchanted World" Post Mortem Amar Zubcevic
- Surviving in the post-indiepocalyptic wasteland Anna Jenelius
- Five Years of Developing Anjelo and Dimon Dmytro Chehlakov
- How indie developers can launch on mobile stores on their own and get featured Ivan Kovalev
- Signing a Publisher Deal: How Not to Lose the Game Iryna Ihnatovych, Stanislav Yushchenko
- Tardy postmortem. A game that inspired nothing Kyrylo Tkachov
- Games in Cloud. Full stack tech for games in Azure Armen Kirakosyan
- Making Diablo David Brevik
- Fireside chat with David Helgason David Helgason
- Unity Shadergraph Cracked Ice Effect Jens Wiechering
- The Do's and Don'ts of Funnel Optimization Rotem Eldor
- Managing the Unmanageable Sergey Sorokin, Philipp Dzyuba
- M-Media / Future of Entertainment Siggi Olsen, Richard Dagnell
- Develop Yourself, Develop Your Team, Develop Your Game Steve Cuss
- Frontline View of Game Industry Transformation Taewon Yun
- How to squeeze a game down to 30 seconds Anna Popereko
- User segmentation as a tool for growing metrics Serhii Kochubei
- Cross-platform game launcher on .NET Core (and beyond) Igor Prokopyev
- Modular game architecture based on a template Viktor Kurochkin
- Optimizing rendering for Mobile Vladyslav Aleksandrov
- Automating UI integration Dmytro Prolyhin
- Multithreaded programming in modern C++ Ihor Maidanovskyi
- Baking skeletal meshes and their materials in Unreal Engine 4 Ihor Pakhomov
- Automation, distribution and procedurality in development Mykola Dorofii
- Creating Developer Tools in Unity Mykola Khimych
- Adventures of a Facial Animator Andrey Sibiryakov
- Importance of sound in video games Jan Kadanec
- The main mistakes in game animation and why there is no growth Anna Pavlovska
- Root motion animation. Blending and blend spaces Dmytro Doskoch
- Putting soul into animations: methods for creating unique first-person animations Oleh Karakutsa
- Procedural vertex animation in effects Taras Tereshchenko
- Don't underestimate the power (or pain) of the loc side Michael Souto
- Game quality: why it can only be achieved by the whole team Oleksandr Donchuk
- Multiplayer and Augmented Reality: the RiftersAR Experience Anton Pendiur
- Object recognition for interactive XR games Oleh Kalashnyk
- Breaking down testing procedures. Build your test coverage Pavlo Oliinyk
- How to turn a planet into a place for a game Serhii Serheienko
- Game Deconstruction Vasily Sabirov, Oleksandr Donchuk, Oleksandr Chernin, Ivan Danyshevskyi · devtodev; 4A Games; Plarium; Esports Charts
- Publishing games in Asian and Chinese markets: Challenges and Opportunities Elena Lobova, Xianzhe Li, Randy Barenscott, Jinghua Huang, Shirley Lin, Taewon Yun, Tamara Feiman · ACHIEVERS HUB; WhisperGames; AppicPlay; Yoozoo; RunAppRun; Super Evil Megacorp; Gismart
- VR/AR 2019 - Status, Trends, Money Kirill Pokutnyy, Vadim Garelin, Eugene Ovcharenko, Alex Blagodarenko · Sensorama; OMS-VR; Lucid Reality Labs; Uni-Bit Studio