Talks — Games Gathering 2020
95 talks by day of the programme, 92 of them with a video recording.
- Making the Remake of the Cult Classic XIII - Playmagic Studios Giuseppe Crugliano · PlayMagic Ltd
- Storytelling Pillars of Horizon Zero Dawn Benjamin McCaw
- Charm of the Unexpected: Non-linear Gameplay in the Arma Series Ivan Buchta
- Playing A Story - Collaborative Narrative John Epler
- The Character of Play Matthew Turner
- Narrative Structures For Better Game Design Ranko Trifkovic
- Game design of PvE events in World of Tanks Yaroslav Tsyvilko
- Hypercasual 2.0 Zehra Tugce Erul
- Uncovering the Hyper Casual Market Andre Santos
- Balancing Collectability vs Playability in Crypto Games Andreas Hauser
- Publishers in the Age of F2P: Can It Actually Work? Asi Burak
- How Mobile Edge Computing keeps players coming back David Shackleton
- What Publishers Want: Key Insights for Service Providers Lolita Suleimanova, MJ Fahmi, Olga Ryzhko · Homa Games; Babil Games; Frogwares
- Fireside Chat with Josh Sawyer Josh Sawyer, Elena Lobova · Obsidian Entertainment; ACHIEVERS HUB
- How to raise your own gamedev studio and survive 15 years and more (incl. 2020) Hendrik Lesser · remote control productions GmbH
- Transparency and trust in working with a publisher Lolita Suleimanova
- Why Game Devs Need Strong Game Publishers MJ Fahmi
- The Publishing Checklist for Launching a #1 Mobile Game Rotem Eldor
- Sustainable Growth Strategy. How to Increase Profit at Any Stage of a Project? Oleksandr Beletskyi
- How the 2020 changes in the hyper-casual games market affected their development approaches and processes Andrii Mikhlin
- Marketing strategies during Covid, business topics within iGaming Volodymyr Malakchi
- Tell Me About Myself: Feedback as a Tool for Growth Ivanna Pohrebniak · AB Games
- How to Find a Job as a Game Designer Without Work Experience. A Practical Guide Ihor Kopiov
- What to consider before starting a console project on Unreal Engine and Unity? Oleh Fedorenko
- Mini-games in AR: how to create products for an audience of 700 million Oleksandr Surnin
- World of Tanks Client Performance Testing Albert Lypnevych
- Guide to Building a Configuration Lab Alona Karasova
- How to Make Friends in Augmented Reality: Snappables Social Game Cases Vitalii Zalevskyi
- What I Need From A Pitch; A Tale of Magic and MVPs Johan Toresson
- How a Polish indie studio made two games on the Vampire: The Masquerade license Krzysztof Zieba
- Not all eggs in the same basket – how to plan your first years as an indie Robert Bäckström
- Searching for and choosing an idea for an indie game Ivan Kovalev
- Indie development as a survival horror Mykyta Filonenko
- Why Kickstarter is a must-have for an indie studio Pylyp Zybkovets
- How to develop a game without funding and not lose your team and motivation Yuliia K.
- Fireside chat with Roman Papsuev Roman Papsuiev, Oleksandr Khrutskiy · Games Gathering
- VR and Blender Sculpting Jama Jurabaev
- Game assets? For when and for what? Questions you should ask yourself Justyna Leszczyńska
- Creating Decimated with Houdini and Unreal Engine Piero Fioretti
- Design Research for Animation Production Tory Polska · Netflix
- VFX / Tech Art round table Valentin Minitskiy, Taras Tereshchenko, Dmitry Baidachnyi, Bohdan Oliinyk · Playground Games; Vostok Games; Ubisoft; Wargaming
- Dynamic Concept Design and Photogrammetry Oleksii Rysiuk
- What title companies pay attention to when giving feedback on your work Anna Behanska · FragonFly Studio
- Come to the Dark Side. Behind the Scenes of Character Creation at AB Games. Anna Kolodeiska
- Fresh Mind: an outside perspective on video creative production Viktoriia Hlukhovetska, Oleksii Kyrychenko
- Career of a digital artist in AAA projects Yevhenii Duranin
- Concepting Tanks for a Racing Event Maksym Bondaryk
- Artist AND/OR Manager: Sitting on Two Chairs Mariia Yartseva
- How to find an original animation style for your project? Oleh Malamuzh
- The Magic of Shapes in Character Creation Roman Guro
- UI/UX Creation Methodology: Experience and Practice Slava Leonov
- How to create a great video about a game? Stepan Dubovyi
- Big Data in Mobile Games Andre Cohen
- The Elements, Language, and Integration of Music Storytelling in Games Ivana Ancic
- Giving Gamers What They Want With Rapid User Testing Justin Chen
- Mobile Game genres are dead. Long live the new genres! Kalle Heikkinen
- Optimizing your pitch for Funding Pontus Mähler
- Animation for cinematic’s video game Delphine Zombo
- Broadcast. Streaming Made Simple Oleksandr Razuvalov
- How to respond to user complaints so that your lawyer stays satisfied Alina Davletshyna
- RND in facial animation Andrey Sibiryakov
- Time to Count: How We Build Predictive Analytics in myTracker Artem Khapkin
- AWS cloud for game developers Yevhenii Krasykov
- Hypercasual Games Analytics Yevhenii Matvieiev
- Legal cheat sheet for developers Liubov Voitsekhovska
- Burnout: how to prevent it and how to deal with it Maks Kaliuzhnyi
- How and how not to write and make interactive story games — insights and fun stories Myla Mishchenko
- Young and (Too) Free: 5 Legal Challenges That Need to Be Solved in Esports Roman Rodin
- Can sound sell your game? Ruslana Kruchek
- Achieving Photorealism in Games Serhii Yehorov
- Optimizing marketing buying using auto-bidding algorithms Serhii Sukach
- Tips for F2P game distribution Aleksandar Ivanov
- Don't Panic: How to Save Your Game from a Buggy Launch Buddy Sola
- Designing a Game for Live Operations Daniel McLaren
- How to evaluate the financial viability of your PC game Jussi Autio
- Funding with Love Micael Liebe
- How to think PR & branding! Peter Jakobsen
- Publisher 2020 Steve Fowler · A List Games
- LiveOps: User Reactivation — Current Practices Alexander Shtachenko
- Unreal Engine - Results of 2020 Oleksiy Savchenko
- How to reduce CAC and increase LTV by working with reviews Vira Rabkina
- Working with players, not avatars, or what your users can teach you Dariia Savelieva
- First Experience of Publishing a Game on PS4 / Xbox One Dmytro Fokin
- Quarantine world: how to attract a user who plays at home Olena Ivanova, Yurii Bolotkin
- From a Good Idea to a Great Result (PR) Ivan Zhyvytsia
- Promoting Game Projects on Social Media: Tips and Hints Mariia Karpenko
- The Road to the Market: A Publishing Guide for Beginners Olga Ryzhko
- I can't work under this stress Tanja Loktionova
- How a publisher can help create a successful hyper-casual project: the Do Not Fall.io case from Azur Games Yana Vesnina · Azur Games
- How to Choose a Visual Style and Setting Based on Player Research Yaraslau Kot
- How Modularity in Unity Projects Can Improve the Development Process Artem Korotenko
- CPU Optimizations for the Object Update System in Metro Exodus Dmytro Markov
- Out-of-the-box optimization Yevhenii Martynenko
- Porting The Sinking City to Nintendo Switch Costantin Yakushenko · Frogwares
- UPM packages in the Unity project development cycle Stanislav Osipov